Early pressure, cutting it close around turn 5 to 6 for the lifepool, but by then you’ll have drawn lifesteal spells and minions to get you into a safe range to keep focusing face. Your opponents will be focused on dealing with your high-value minions to remove pressure and damage you, which should alleviate board pressure you’re facing. Unlike Hunter, Paladin doesn’t have finishing-damage spells, so board presence is critical. The goal is to kill them by turn 7.
Great Hall was added to boost small minions, i.e. Knight of Anointment, Peasant, Sanguine Soldier. It can also be used against enemies if needed, as some bigger minions drop around turn 6 or 7. Ideally we want to use this Location card on our squishies though, so getting it beyond turn 2 sucks.
Saidan is probably the card I’m the most meh about in this deck.
Don’t wait to drop Saidan, drop it and don’t care if it dies. Remember that you’re aiming to kill them by 7, so waiting to combo it out just doesn’t make sense. Essentially: Do you have a higher-value target out, such as a Great Hall’d Peasant, or a Bloodied Knight? If so, drop Saidan. If not, play something else. If you manage to get a spell on Saidan then you just win, it’s a gambit card that requires some critical thinking about what your cards your opponent will likely have — it’ll (in theory) have better performance once the meta matures.