The idea behind this deck is to extend the game long enough to either run your op out of cards or deal as much damage as possible solely for the purpose of getting the 1m damage achievement.
The hero of the people card is the workhorse of the deck to achieve the end result. The other cards are in it to either keep you alive, or help make more heroes. (12x 999 lifestealing heroes would be the ultimate end goal I suppose but that seems highly unlikely. The most I've had out at a time is 7. Usually your op doesn't have enough blockers to deal with more than few attackers anyway so you don't normally need more than 2 or 3. The rest are backups and for the end turn (when they have 1 card left) to do an alpha strike with.
Other mentions: A single feeding time to deal with inconvenient blockers (deadly, etc) You can get it back with Excavates or by proccing the heralds. Mirror Image is for copying Heroes or occasionally recurring Heralds. Titan shuts down inconvenient fliers. Pathfinders are for echoing the Avisaurs to keep you from decking yourself. If you have an avisaur in the void you can Excavate it to the top of your deck then play a pathfinder to give it echo. Otherwise you can scout until you get one on top and then play the pathfinder.
Amaran Camel is an early game blocker and life gainer before you get lifestealing big guys online. Spirit guide is supposed to hit a hero once it is big enough to be hard to kill. Obviously Harsh Rule and Lightning Storm are your resets for when the op gets too fast of a start. You may need both vs an aegis board. Crown of Possibilities an an idea I had for getting the Nesting Avisaurs to echo but it is really not very good (though I did have a fun game where I had tons of copies of echoing revenge driven destiny avisaurs from off the top of my deck because the AI kept killing them. Crown is a winmore or durdle card that does little. Will be replacing it with a couple of silencing units (for those rare times when that is needed.)