Spend Health without losing your safety margin
You can sometimes take damage to gain a better play. Spend Health only when you know what you gain.
Health can buy time
Your hero can attack a minion to keep your own minion safe. You can wait on a clear to catch more threats. Some cards hurt your hero to give you cards or other help.
These plays spend Health for something useful. But one Health is not as safe as 30. Low Health leaves fewer safe choices and makes damage from hand more dangerous.
Check the danger
Start with the damage you can see. Then think about likely damage from the enemy's hand. Use their deck, Mana, shown cards, and used cards as clues.
You cannot know the exact answer. Avoid common ways to lose when it costs little. Trying to beat every unlikely card may cost your own chance to win.
Taking four damage to get a better clear next turn may be fine at high Health. It may be a losing play if it puts you in range of a common damage spell. A heal next turn cannot help if you die now.
Have a reason to wait
Name what the damage buys you. Does it give a better answer, more cards, or a faster finish? If waiting gives you nothing, the risk may be needless.
Armor and healing can buy a turn. Removing the attacker can stop damage for many turns. Choose the help that fits your winning plan. A heal may give a combo deck all the time it needs. In another game, it only puts off a loss.