Highlord would actually be an interesting endgame option to consider for that deck if I had the room. Unfortunately, he was not an option at the time.
Anyhow, now it is time for AndrewRogue's quick guide to the WoW TCG: Understanding what happened at the Darkmoon Faire, part 1.
The World of Warcraft TCG is a trading card game (if you aren't familiar with this concept at all, you should probably quit reading now, because I can only do so much for you) by Upperdeck Entertainment. Shock and amaze, it is based on the World of Warcraft MMO.
In general terms, at first glance, you'll see a lot of similarities to Magic: the Gathering. 60 card minimum deck, 7 card hand size, playing resources (see: lands) one per turn and exhausting (see: tapping) them to play cards. Of course, the devil is in the details, and there are a number of major differences in basic gameplay.
First and foremost, although there are specific cards that can be placed as resources (quests/locations), ANY card in your hand can be placed facedown as a resource, which generally softens the impact of "mana" screw. Of course, it always tends to be better to place quests/locations, because they do things while on the table (primarily allowing you to pay a cost to draw cards, but there are other things). The second big difference is that attacks are declared directly against opposing allies (see: creatures) and heroes. It is also worth noting that damage persists unless healed. Finally, the other big difference is that the game is that rather than just being a generic player with 20 life, your avatar is a specifically chosen hero that determines the various categories of allies, abilities, equipment and other things based on race/class/spec/tradeskills. There are some other differences, but hey. That's a quick breakdown.
Anyhow. Card types!
Hero: Your personal avatar. When your hero takes fatal damage (=> their health) or is destroyed through some means, you lose the game. Every hero has a "flip" that is unique to them (an ability printed on the hero that they use by paying a cost and flipping over, essentially rendering it one use for the most part).
Ally: Essentially creatures. They cost a number of resources to come into play and can't attack or exhaust for their powers until they've been in play on your side of the field since the start of your turn. They have an attack and defense, and a good number have powers and keywords. Currently, the keywords are Ferocity (see: Haste), Elusive (can't be attacked), Untargetable (can't be targeted), Protector (can "block" attacks), X Resistance (you take no damage from damage type X), Berserking (+1 attack for each damage on them), Shadowmeld (Elusive and Untargetable while ready), Diplomacy: X (you pay 1 less to play allies of type X), Warstomp (whenever this ally attacks or defends, you can exhaust an opposing hero or ally), Inspire: X (you may ready X at the start of each other player's turn), Sabatoge: X (you may declare an attack against X and, if successful, the described effect occurs) and Stealth (your attacks can't be protected against). Allies are normally split along faction lines (Horde, Alliance and Neutral).
Abilities: Essentially spells. Instant abilities can be played whenever, normal abilities function along the line of a sorcery. These tend to be divided by class, but there are some neutral and dual-class abilities.
Equipment: The gear that your hero wears. This comes in just about every slot. Weapons increase the attack of your hero by swinging them, armor lets you prevent damage, items let you do other things, etc.
Part 2 will come a bit later.