Planeswalker abilities are activated by the player controlling the planeswalker during their turn, while instants can be played at any time, even during an opponent's turn. Additionally, planeswalker abilities can only be used once per turn, while instants can be played multiple times.
No, you cannot use creature abilities as instants during your turn in a game of Magic: The Gathering.
A creature with shroud cannot be targeted by instants, sorceries, or any other spells or abilities that target. However instants such as Evacuation will affect the creature because the spell does not target.
No, activated abilities cannot be used as instants in a game.
No, creature abilities cannot be used as instants in a game.
No, you cannot cast instants during the untap step in Magic: The Gathering.
No, you cannot play instants during the untap phase in Magic: The Gathering.
You can play instants during a game of Magic: The Gathering at any time, even during your opponent's turn.
In Magic: The Gathering, interrupts and instants are both types of cards that can be played at any time, but interrupts can only be played in response to specific triggers, while instants can be played at any time. This impacts gameplay by allowing players to strategically respond to their opponent's actions or change the course of the game in their favor.
Activated abilities are abilities that a player can activate at specific times during a game, usually by paying a cost. They differ from instants in that activated abilities can only be used during a player's turn, while instants can be played at any time, even during an opponent's turn.
In Magic: The Gathering, players can use abilities and spells to cast creatures, enchantments, artifacts, instants, and sorceries to affect the game. These abilities and spells can range from dealing damage to opponents, drawing cards, creating tokens, and more. Players can strategically use these abilities and spells to outmaneuver their opponents and win the game.
Some powerful green instants in Magic: The Gathering that can change the course of a game include "Giant Growth," "Heroic Intervention," and "Beast Within." These cards can provide a sudden boost to your creatures, protect them from harm, or deal with troublesome threats on the battlefield.
In tournaments, probably not. Instants are just that, instants. When you play an instant, usually straight from your hand after paying the mana cost, you MUST activate the effect.