For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves." In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters
Marcy: I don't like this as much as the other Emrakul's, but this is still pretty good
There are so many green cards that help make extra mana, find lands from your deck to put them into play, or turn your creatures into lands, or do something else that somehow produces mana, that it's simply impossible to list them all
There are no cards that do not have a drawback in some way, perhaps conceding clues, perhaps lands, perhaps they are gold (XY) or merely colour intense (XX), perhaps they are just sorceries
If you have common or uncommon cards, I would save your energy