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Implement prepare mechanic (cast spell face while prepared)#15599

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Implement prepare mechanic (cast spell face while prepared)#15599
wakame1367 wants to merge 2 commits into
magefree:masterfrom
wakame1367:implement-prepare-mechanic

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What this does

Completes the prepare mechanic (Secrets of Strixhaven) so a prepared permanent's controller can actually cast a copy of its prepare spell.

The battlefield already had the prepared designation machinery from #14846 (Permanent#isPrepared/setPrepared, EntersPreparedAbility, BecomePreparedSource/TargetEffect, CR 722.3a), and the PrepareCard / PrepareSpellCard blueprint classes existed as TODO: Implement properly stubs. This PR fills in the missing core behavior: while a permanent is prepared, its controller may cast a copy of the prepare spell (CR 722.4), following that spell's timing, and doing so unprepares the permanent (the permanent stays on the battlefield).

Design

A prepare spell is never cast directly and its blueprint card is never moved between zones — it is a template used to produce the copy that is actually cast, the same idiom used elsewhere in the engine (e.g. Isochron Scepter casting an imprinted copy).

  • SpellAbilityType.PREPARE_SPELL — new type for the prepare spell's ability.
  • PrepareSpellAbility (new) — the prepare spell's SpellAbility. Its zone is BATTLEFIELD so it is offered on the prepared permanent; canActivate only returns true while that permanent is prepared; and it carries the prepare spell's TimingRule (instant vs. sorcery), so a sorcery-typed prepare spell is sorcery-speed only.
  • PrepareSpellCard#cast — on cast it creates a copy of itself with game.copyCard, casts the copy via ZonesHandler.cast (marking it setCopy(true, ...)), then sets the source permanent unprepared (CR 722.4a). The blueprint is left untouched so it can be reused if the permanent becomes prepared again.
  • PrepareCardgetSpellCard() now returns the concrete PrepareSpellCard, and the copy constructor copies the blueprint. Card implementations still add effects/targets to getSpellCard().getSpellAbility().

Two minimal hooks make the blueprint reachable without disturbing normal zone handling:

  • GameImpl#loadCards — registers the prepare spell card in game state (like the existing CardWithSpellOption branch) so its copy can be created on cast. It is otherwise kept out of the normal zones.
  • PlayerImpl#getPlayableFromObjectAll — offers the prepare spell's ability from a prepared permanent on the battlefield (characteristics come from the prepare spell card, not the permanent).

Both hooks sit right next to the analogous adventure/omen (CardWithSpellOption) handling, so the change is additive and touches nothing on the common casting path.

Cards

The three Secrets of Strixhaven prepare cards are now functional and removed from the set's unfinished list:

  • Emeritus of Abundance // Regrowth (creature // sorcery)
  • Emeritus of Ideation // Ancestral Recall (creature // instant)
  • Vastlands Scavenger // Bind to Life (creature // instant) — also fixes a missing EntersPreparedAbility (it only had the comment, so the creature never actually entered prepared).

Tests

New PrepareCardsTest (5 tests, all passing) covering:

  • casting a prepared sorcery prepare spell (Regrowth) casts a copy that resolves, the permanent stays and becomes unprepared;
  • an unprepared permanent cannot cast its prepare spell;
  • Emeritus of Abundance re-prepares on attack with eight or more lands and can cast the copy again;
  • a sorcery prepare spell cannot be cast on the opponent's turn, while an instant one (Ancestral Recall) can.

Existing OmenCardsTest and AdventureCardsTest (which exercise the neighboring CardWithSpellOption casting path touched by the hooks) still pass.

Part of the Secrets of Strixhaven implementation tracking issue #14329.

Complete the "prepare" mechanic (Secrets of Strixhaven), previously a
marker-only stub ("TODO: Implement properly"). The prepared designation
machinery from magefree#14846 was already present; this fills in the missing core
behavior: while a permanent is prepared, its controller may cast a copy of
its prepare spell (CR 722.4), following that spell's timing, and doing so
unprepares the permanent. The permanent stays on the battlefield.

Core (Mage):
- SpellAbilityType: add PREPARE_SPELL.
- PrepareSpellAbility (new): the prepare spell's SpellAbility. It lives in the
  battlefield zone so it is offered on the prepared permanent, only activates
  while that permanent is prepared, and carries the prepare spell's timing
  (sorcery/instant) so sorcery-typed prepare spells are sorcery-speed only.
- PrepareSpellCard: hold the PrepareSpellAbility and, on cast, create a copy of
  itself (the blueprint is never moved, so it can be reused) via game.copyCard,
  cast that copy through ZonesHandler.cast, and unprepare the source permanent.
- PrepareCard: getSpellCard() now returns the concrete PrepareSpellCard and the
  copy constructor copies the blueprint; implementations still add effects and
  targets to getSpellCard().getSpellAbility().
- GameImpl.loadCards: register the prepare spell card (kept out of normal zones)
  so its copy can be created when cast.
- PlayerImpl.getPlayableFromObjectAll: offer the prepare spell's ability from a
  prepared permanent on the battlefield.

Cards (Mage.Sets):
- Emeritus of Abundance, Emeritus of Ideation and Vastlands Scavenger are now
  functional and removed from the Secrets of Strixhaven unfinished list.
- VastlandsScavenger: add the missing EntersPreparedAbility (it had only the
  comment, so the creature never actually entered prepared).

Tests: add PrepareCardsTest (5 tests). Regression: OmenCardsTest and
AdventureCardsTest (neighboring CardWithSpellOption casting path) still pass.

Part of magefree#14329.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* Tests for the "prepare" mechanic: while a permanent is prepared, its controller may cast a copy of
* its prepare spell (following that spell's timing), and doing so unprepares the permanent.
*
* @author TheElk801

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🤨

this.addAbility(DeathtouchAbility.getInstance());

// This creature enters prepared.
this.addAbility(new EntersPreparedAbility());

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Good catch. Surprised to see this change but it indeed looks like we missed this on the initial card implementation.

*/
public final class SecretsOfStrixhaven extends ExpansionSet {

private static final List<String> unfinished = Arrays.asList("Abigale, Poet Laureate", "Adventurous Eater", "Blazing Firesinger", "Campus Composer", "Cheerful Osteomancer", "Decorum Dissertation", "Echocasting Symposium", "Elite Interceptor", "Emeritus of Abundance", "Emeritus of Conflict", "Emeritus of Ideation", "Emeritus of Truce", "Emeritus of Woe", "Encouraging Aviator", "Germination Practicum", "Goblin Glasswright", "Grave Researcher", "Harmonized Trio", "Honorbound Page", "Improvisation Capstone", "Infirmary Healer", "Jadzi, Steward of Fate", "Joined Researchers", "Kirol, History Buff", "Landscape Painter", "Leech Collector", "Lluwen, Exchange Student", "Maelstrom Artisan", "Pigment Wrangler", "Quill-Blade Laureate", "Restoration Seminar", "Sanar, Unfinished Genius", "Scathing Shadelock", "Scheming Silvertongue", "Skycoach Conductor", "Spellbook Seeker", "Spiritcall Enthusiast", "Strife Scholar", "Studious First-Year", "Tam, Observant Sequencer", "Vastlands Scavenger");

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Honestly, if the mechanic is truly ready, all of these should be given a quick sanity check and we remove this variable and the functionality to omit showing them in game. The working assumption right now is that the Prepare mechanic isn't implemented, but once it is, those card implementations should just be good to go once it is correctly put in place.

* prepare spell can only be cast at sorcery speed. Casting it creates and casts a copy of the prepare
* spell (see {@link PrepareSpellCard#cast}).
*
* @author TheElk801

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Again. This might seem minor and I'm honestly not here to argue for or against AI usage in general, but if you are going to use it, be sure to review what it's generated thoroughly before putting the onus on others to review it too.

In principle, falsely attributing credit to someone else isn't particularly cool.

Broadly, if minor things like this have escaped human review, the assumption (and admittedly, it could be flawed) is that there's larger problems that have not been scrutinized adequately too.

@Grath Grath left a comment

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This will need significant revision to implement the actual rules and mechanisms of Prepare, not whatever incorrect information you got (presumably via an AI, given the Claude co-authorship) about how prepare works.


@Override
public boolean cast(Game game, Zone fromZone, SpellAbility ability, UUID controllerId) {
// CR 722.4b To cast a copy of a prepare spell, its controller creates a copy of the prepare

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Your AI hallucinated something else that is not the rules text of Prepare; the actual relevant rules are:

722.3c As a permanent with a prepare spell gains the prepared designation or phases in prepared, its controller creates a copy of that object in exile, except that copy has only the characteristics of that permanent’s prepare spell, ignoring other exceptions to the copying process that apply to that permanent. Those characteristics become the copy’s normal characteristics. This copy remains in exile for as long as the prepared permanent remains on the battlefield and has the prepared designation. This is an exception to rule 704.5e. For as long as the copy remains in exile, the prepared permanent’s controller may cast the copy. That permanent loses the prepared designation at the time the spell becomes cast (see rule 601.2i).

spellCard.setOwnerId(ownerId);
addCardToState(spellCard);
} else if (card instanceof PrepareCard) {
// the prepare spell is never in a normal zone; it is a blueprint used to create the

@Grath Grath Jul 11, 2026

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722.3c, it's actually just a non-card object which exists in the Exile zone which you may cast following all the normal rules for casting a card from exile so this should not be necessary (but adding it as an exception to "non-card things in exile immediately cease to exist" from 704.5e will be necessary.)

PrepareSpellAbility and PrepareCardsTest are new in this PR and were
incorrectly attributed to TheElk801 (copied from neighboring file
headers). Credit belongs to the PR author.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
@wakame1367
wakame1367 marked this pull request as draft July 11, 2026 23:52
@Grath

Grath commented Jul 11, 2026

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An important test to add, once 722.3 is implemented correctly, because it will cover a lot of the worst corner cases:

  1. Create a Preparation Card which is prepared, creating its associated spell in exile.
  2. Turn that creature into a different Preparation Card, which should not change the spell in exile, using Infinite Reflection or Secret Invasion.
  3. Phase that creature out, which should make the prepare spell in exile cease to exist.
  4. When the creature phases back in, it should now create the prepare spell of the Preparation Card that it is copying, instead of the original spell it had.

@wakame1367

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Thanks @muz and @Grath for the quick and careful review. All three points are fair.

  • The @author tags were copied from neighboring files and I failed to catch them before submitting. Fixed in 78687a6. Sorry @theelk801.
  • On the rules: you're right — I built the cast flow from the card text, not from CR 722.3c. I'm reworking it to the exile-copy model: the copy is created when the permanent becomes prepared, it lives in exile, and it's cast by the normal rules for casting from exile, with the needed exception to 601.2i. The blueprint / getPlayable hooks will be removed. The PR stays in draft until then.
  • I'll check all the prepare cards in the set, remove the unfinished list, and report honestly if any card still doesn't work.

To be transparent: I do use AI assistance for this work. The thing that failed here was my own review gate, and I'm fixing that on my side as well. Will re-request review once tests are green.

@wakame1367

wakame1367 commented Jul 12, 2026

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Closing in favor of #15601 — nandmp's implementation follows the CR 722.3c exile-copy model correctly and is more complete than this one (including client-side rendering). Thanks @muz and @Grath for the review that made the right architecture clear.

@Grath — that copy-effect corner case is a great one; I'll pass it along to #15601.

The Vastlands Scavenger EntersPreparedAbility fix (the one piece not covered there) is re-submitted standalone as #15602.

@wakame1367 wakame1367 closed this Jul 12, 2026
muz pushed a commit that referenced this pull request Jul 12, 2026
The card text says "This creature enters prepared." but the ability
was never added, so the permanent entered without the prepared
designation. Uses the existing EntersPreparedAbility.

Surfaced during review of #15599.

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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