Eyes Everywhere is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
At the beginning of your upkeep, scry 1.: Exchange control of this enchantment and target nonland permanent. Activate only as a sorcery.
Complete guide
Eyes Everywhere is a blue enchantment that offers both consistent card selection and a late-game tactical swap. While it starts as a simple scry engine, its true power lies in its ability to permanently trade itself for your opponent's most dangerous threat. This card is a staple for players who enjoy controlling the flow of the game through information and unexpected exchanges.
Continuous Scrying and the Big Trade
The first ability of Eyes Everywhere is a triggered ability that occurs at the start of your upkeep. You look at the top card of your library and choose to keep it there or put it on the bottom. The second ability is an activated ability that costs six mana. When it resolves, you lose control of Eyes Everywhere and gain control of a nonland permanent owned by an opponent. Note that this can only be activated during your main phase while the stack is empty.
Step-by-Step Resolution
First, you pay the mana cost and target a nonland permanent. Upon resolution, the game checks if both Eyes Everywhere and the target are still on the battlefield. If the target has gained protection from blue or left the battlefield, the ability fails and no exchange occurs. If everything is legal, the exchange is permanent. Even if Eyes Everywhere is later destroyed, you keep the permanent you traded for until the end of the game or until another effect changes its control.
Common Mistakes to Avoid
A frequent error is trying to activate the exchange ability at instant speed; the card specifically states 'Activate only as a sorcery.' Additionally, remember that you cannot target lands. Also, in multiplayer games, if the player you traded with leaves the game, they take their Eyes Everywhere with them, and you lose the permanent you took because the control-changing effect ends.
Strategic Timing
Use the scry ability in the early game to fix your draws and find land drops. Once you have surplus mana, look for high-value targets like powerful creatures or static enchantments. Because the scry ability belongs to the controller of the enchantment, your opponent will start scrying once the trade is complete, so ensure the permanent you receive is worth giving them that advantage.
Interaction examples
If your opponent has a Rhystic Study making your spells more expensive, you can activate Eyes Everywhere to trade. You will gain control of the Rhystic Study, allowing you to draw cards when opponents cast spells, while they receive Eyes Everywhere and the ability to scry 1 during their upkeep.
If you are unable to attack because an opponent controls Propaganda, you can use Eyes Everywhere to exchange control. You target their Propaganda; once the ability resolves, you now control the Propaganda. Your opponent now must pay 2 mana per creature to attack you, and you are free to attack them without paying the tax.
On its own, Eyes Everywhere acts as a cumulative advantage engine. During your upkeep, you scry 1 to filter your deck. If you later draw into enough mana, you can trade this 3-mana investment for your opponent's 8-mana commander or a game-winning artifact, effectively neutralizing their threat while giving them a minor utility piece.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Eyes Everywhere
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The effect of Eyes Everywhere’s last ability lasts indefinitely. It doesn’t wear off during the cleanup step, and it doesn’t expire if Eyes Everywhere leaves the battlefield.
No other card is named in this ruling.
- #2· Wizards of the Coast
As Eyes Everywhere’s last ability resolves, Eyes Everywhere must be on the battlefield and the target nonland permanent must be a legal target. If either of these things isn’t true, the ability does nothing.
No other card is named in this ruling.
- #3· Wizards of the Coast
In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, the effect giving you control of the target nonland permanent ends.
No other card is named in this ruling.
Legal formats
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Meta decks with Eyes Everywhere
No archived Top 8 deck with this card yet.



Rhystic Study
Propaganda