Silence (and similar effects) explicitly states that players cannot cast spells for the rest of the turn. Casting a spell and activating an ability are two entirely different game actions governed by separate rules. CR 602.1 defines activated abilities and their activation process, while CR 601.1 covers casting spells — these are distinct procedures.
Silence's effect creates a continuous effect that restricts spell casting (CR 611.3), but it says nothing about activated abilities. Because Magic rules are permissive — you can do what the rules or cards explicitly allow — and nothing in Silence's text removes permission to activate abilities, those abilities remain usable (CR 101.1).
This means mana abilities, tap abilities, loyalty abilities, and other activated abilities on permanents you control can all be activated normally even after Silence resolves. The same logic applies to triggered abilities, which also are not spells.
Example: Your opponent casts Silence, and it resolves. You still freely activate your Llanowar Elves' mana ability by tapping it for one green mana — this is activating an ability (CR 602.1), not casting a spell, so Silence does not interfere with it at all.
Note that some other lock effects, like Null Rod or Stony Silence, do restrict activated abilities — but Silence itself does not. Always read the specific card text to know exactly what is restricted (CR 201.3).
Unofficial fan resource — not affiliated with or endorsed by Wizards of the Coast. Answers are AI-generated estimates grounded in the Comprehensive Rules and are not a substitute for an official judge. Verify anything match-critical.