Lands:
17 Plains: Feeds our soldiers with healthy whole grain and powerful white mana.
1 Castle Ardenvale: I'm surpirsed I haven't seen any human decks playing this. Sinking 4 for a 1/1 Human token in late game can help pump Champion of the Parish or Thalia's Lieutenant. Only 1 for now as they cost $3 a piece and I'm broke.
1 Silent Clearing / 1 Sunbaked Canyon: Card draw is really needed for this type of deck so we can sac these lands in the late game for an extra card.
1 drops:
4 Champion of the Parish: Best 1 drop for humans hands down. Grows into ridiculous sizes if left unchecked.
4 Hada Freeblade: Champion for allies. He's able to grow quite big as we have a total of 18 allies in the main deck + sideboard.
4 Hopeful Initiate: Training ability allows it to grow especially if we have a Champion of the Parish or Thalia's Lieutenant that grows as the game progresses. Enchantmant and artifact removal is also really helpful as we have none in this deck and we will have plenty of +1/+1 counters to spare.
2 Expedition Envoy: Ally Elite Vanguard. Pretty solid.
4 Path to Exile: Standard white removal. I have 3 foils and 1 non-foil which is driving me nuts. Someone pls send me one more foil, thanks.
4 Brave the Elements: Protects our creatures from removal, board wipes, etc or helps clear the way through blockers & swing for lethal.
2 drops:
4 Thalia's Lieutenant: Buffs our humans and they in turn buff her. Good for late and early game.
4 Kazandu Blademaster: Lieutenant for allies. Vigilance and first strike is just icing on the cake.
2 Guardian of New Benalia: The enlist ability can come in useful when we don't want to attack with our valuable creatures for fear of them being killed by blockers. But the scrying ability is the most important here as it can help us filter our deck for the game-winning pieces.
3 drops:
2 Ranger-Captain of Eos: I spent a total of $34 on these guys so they must be good. I like to fetch an ally to drop on the board and buff the other allies/Champion of the Parish/Thalia's Lieutenant. Sacrificing it stops any of our opponent's noncreature shenanigans and we can swing for lethal without worrying of a sudden combat trick.
2 Siege Veteran: Surprisingly, the constant +1/+1 counters is just super useful in beefing up our creatures. The added soliders upon death is icing on the cake.
1 Thalia, Heretic Cathar *f-pre*: She stops nonbasic land-dependent decks and prevents the opponents' newly cast cretures from blocking, buying us a turn or two. (On a side note, I have no idea why her prices vary so wildy.)
1 Taranika, Akroan Veteran: Taranika is actually quite good. 3/3 with vigilance is nothing to scoff at. Pumping another attacking creature to a 4/4 indestructible and untapping it for blocking later is insane. Not to mention most of the creatures in the deck have base stats of 0/1, 1/1, 2/1 etc and will probably have a few +1/+1 counters on each of them, so they'll be swinging for way more than 4 for most of the time.
4 drops:
1 Myrel, Shield of Argive: She wins games. The first ability makes sure our opponent doesn't do anything funny while we swing lethal with her second soldier-spawning ability (with 25 + 5 possible soldiers in main deck and sideboard respectively)
1 Odric, Master Tactician: Another great card for board stalls. Some people say he's a bit slow but he can be a real game changer when he drops. Plus the art is just phenomenal.