1. what are the ideal things to look for in an opening hand? I'm often struggling between focusing on setting up my mana correctly vs having enough of a plan in hand to make things work. Usually then it turns out I'm up against aggro when I don't have a good hand for it and vice-versa.
This is one of the reasons I love
Telling Time. T2 you know better what you need because you have a better idea which deck your opponent is playing and you are another draw step or two into your deck. If my opening hand can cast it t2, I almost always keep.
My general guideline:
-3-5 lands that can cast the spells I have in hand (e.g. if I have
Murder I want double-black t3; if I hold
Scatter to the Winds I want double-blue t3). On the draw, 2 lands plus Telling Time can be alright if the hand is good otherwise.
-Some way(s) to interact with the opponent early, this means counterspells or removal. Telling Time can double down as an early interactive card if it doesn't need to fetch a land early. T4 Languish may be good enough on the play; but is too slow on the draw most of the time.
Turn 3 Liliana a good idea? Most times I've tried it, seems to just tap me out and set up for the board getting out of control, even when it's seemed like they aren't doing anything on the other side.
Depends on how well you can protect her and under how much pressure you are.
If the opponent has the board (and she can't do too much about it), it's better to keep up the interactive spell.
I'll slam her when I have removal backup for her (might change with KLD due to
Lathnu Hellion and
Fleetwheel Cruiser) or she can kill a very important opposing creature (
Cryptbreaker,
Deathcap Cultivator,
Wharf Infiltrator). If I only have counterspell backup, it's more important to get these online and better to keep them up.