public override List <GameAction> GetActions()
        {
            List <GameAction> ret  = new List <GameAction>();
            GameAction        pass = new GameAction(-1, -1, "Pass priority");

            ActionCommandPairs.Clear();
            ret.Add(pass);
            ActionCommandPairs.Add(-1, new CommandPassPriority());
            int i = 0;

            foreach (Activatable act in MyGame.GetActivatables())
            {
                if (!act.CanActivate(MyPlayer.Value(MyGame), MyGame))
                {
                    continue;
                }

                GameAction a = new GameAction(i++, act.Host.ID, act.ToString(MyGame));

                //Should rather be a CommandSetAnnouncementState, but SetTarget is the earliest now implemented step that starts
                //activating the activatable.
                CommandBase com;
                if (act is Spell)
                {
                    com = new CommandGroup(
                        new CommandMarker(CommandMarkerType.StartActivating),
                        new CommandMoveCard(act.Host.ID, ZoneType.Stack),
                        new CommandSetIsActivating(act.Host.ID, act.Host.Value(MyGame).CurrentCharacteristics.Activatables.IndexOf(act), true, AbilityType.Activatable),
                        new CommandSetTargetState(MyPlayer.ID, act.Host.ID, act.Host.Value(MyGame).CurrentCharacteristics.Activatables.IndexOf(act), AbilityType.Activatable),
                        new CommandEnterInputState());
                }
                else
                {
                    com = new CommandGroup(
                        new CommandMarker(CommandMarkerType.StartActivating),
                        new CommandSetIsActivating(act.Host.ID, act.Host.Value(MyGame).CurrentCharacteristics.Activatables.IndexOf(act), true, AbilityType.Activatable),
                        new CommandSetTargetState(MyPlayer.ID, act.Host.ID, act.Host.Value(MyGame).CurrentCharacteristics.Activatables.IndexOf(act), AbilityType.Activatable),
                        new CommandEnterInputState());
                }
                ActionCommandPairs.Add(a.ID, com);
                ret.Add(a);
            }

            return(ret);
        }