Look... I love werewolves, they're so cool and unique, they scream power and badass. Unfortunately, werewolves suck... Like they just do. I've been trying for years to make them work, and as it turns out, they are simply too slow and too situational to be impactful. However, there is a case to be made for them in this deck.
Instead of going the normal route and making a Gruul tribal deck, I chose to focus on a couple werewolves that I consider really good and play it in a Boros mid-range pile. Although they're incredibly slow, they do benefit rather uniquely from strong cards like The Celestus, which can transform them during your turn and Aether Vial, which allows them to come on the battlefield without casting any spells, which can be useful if done during your turn while the opponent is tapped out to immediately transform them and win some tempo, or during the opponent's turn to evade removal, when used in conjunction with High Noon or Eidolon of Rhetoric.
The focus of the deck is pretty straight-forward, we're using stax effects like High Noon and Eidolon of Rhetoric to slow down our opponents and force them to play at a pace that benefits us more than them. Now although it does run removal with Brutal Cathar
and Sheltered by Ghosts and protection in the form of Shardmage's Rescue, it's also surprisingly brutal and can deal lethal damage out of nowhere, thanks to cards like Monstrous Rage and Ethereal Armor. Instigator Gang
can also make a lethal 20 damage combo with Kruin Outlaw
when both transformed and the latter is able to hit for 12 after a single Monstrous Rage.
We do also run four copies of Esper Sentinel just because it can carry the whole deck on its own with much needed card draw, as well as benefiting from the many auras and pumping effect to let it draw us cards even in the later stages of the game.
It's an 18 lands deck, which means you might get mana-screwed without a Celestus or card draw, we do run scry lands to try and mitigate that, but do also keep in mind that Aether Vial lets us play all our creatures for free, and since all of the non creature spells cost 2 or less, I do think that running 18 lands is perfectly viable.
All in all, I think the classic Boros Enchantments deck is probably better, but this one has the advantage of at least being more flavorful.