A · Fundamentals · §4
Resources first, then board, then base HP, then cards. The order changes against the fastest decks.
Seven is the number. Below seven the leader is a 7-cost card you cannot play; at seven it is an Epic Action that costs nothing and puts a 4/9 into the ground arena ready to attack. Everything before that turn is in service of reaching it.
Not the size of it, the shape of it. A Sentinel body forces enemy units in that arena to attack it, so one changes what their whole turn can do. That is why the hierarchy inverts against aggressive decks: there, the body outranks the resource.
Thirty HP that heals two at a time. Against a slower deck it is close to irrelevant; against the top of the format it is the clock you are racing, and every Technician death buys back a fraction of a turn.
Last, deliberately. This deck draws well without trying, since every and is a cantrip that also blocked once, so a line that trades a card for a resource or a body is usually correct.