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"Find me cards equivalent to: Zidane, Tantalus Thief"

Here are cards equivalent to Zidane, Tantalus Thief in red and white that temporarily steal creatures or interact with control-changing effects:
1. Act of Treason (Red, steals a creature, gives haste until end of turn)
2. Zealous Conscripts (Red, takes control of a permanent, untaps it, gives haste)
3. Kari Zev's Expertise (Red, gain control and untap, gives haste; also lets you cast a small spell for free)
4. Threaten (Red, gain control and untap, gives haste)
5. Tentative Connection (Red, can steal and give haste for less mana with a creature)
6. Portent of Betrayal (Red, similar effect plus scry 1)
7. Maddening Hex (Red, punishes when the opponent casts spells, not quite theft but still interacts with opponent gaining something)

Note: There are very few white or multicolor (R/W) cards with this effect. Most “temporary theft” is in red. Of your requested abilities, Zealous Conscripts is the closest multicolor-legal legendary equivalent in play pattern, but it's red only.

Example card: Zealous Conscripts

When Zealous Conscripts enters the battlefield, gain control of target permanent until end of turn. Untap it. It gains haste until end of turn.

Your Zidane, Tantalus Thief is included for comparison.

Found Cards

8 Results

Act of Treason

Kari Zev's Expertise

Maddening Hex

Portent of Betrayal

Tentative Connection

Threaten

Zealous Conscripts

Zidane, Tantalus Thief

Act of Treason #129 Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 3
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Act of Treason can target any creature, even one that's untapped or one you already control.
  • Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to it.
  • Prices

    Seller Price
    Manapool / 0.29 USD 0.15 USD
    Cardmarket / 0.26 EUR 0.1 EUR
    Tcgplayer 0.24 USD / 0.4 USD
    Cardkingdom / 0.49 USD 0.35 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)

    Kari Zev's Expertise #88s Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A card's mana value is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {1}{U}{U} has mana value 3. Ignore any alternative costs, additional costs, cost increases, or cost reductions that could apply to it. A card with no mana cost has a mana value of 0.
  • Any triggered abilities that trigger while performing the Expertise spell's first effect won't be put onto the stack until after you're done casting your free spell. They're put onto the stack at the same time as any abilities that triggered while casting that spell regardless of the order in which those abilities triggered.
  • Effects that allow you to "cast" a card don't allow you to play a land card.
  • If the Expertise spell you cast has any targets, and those targets become illegal before the spell resolves, the spell doesn't resolve and none of its effects happen. You won't get to cast a free spell.
  • If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Cathartic Reunion, you must pay those to cast the card.
  • Kari Zev's Expertise can target any creature or Vehicle, even one that you already control or that is already untapped.
  • While you're casting your free spell, the Expertise spell is still on the stack. It will be put into its owner's graveyard after the free spell is cast. The free spell can't target the Expertise card in your graveyard. It can target the Expertise spell on the stack, but the Expertise spell will become an illegal target before the free spell resolves.
  • The mana value of a split card is determined by the combined mana cost of its two halves. If an expertise spell allows you to cast a split card, you may cast either half or, if that split card has fuse, both halves.
  • Prices

    Seller Price
    Manapool 3.9 USD
    Cardkingdom 6.99 USD
    Cardmarket 2.03 EUR
    Tcgplayer 3.67 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Gain control of target creature or Vehicle until end of turn. Untap it. It gains haste until end of turn. You may cast a spell with mana value 2 or less from your hand without paying its mana cost.

    Maddening Hex #2675 Enchantment — Aura Curse

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Curse
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a "results table" in the card text.
  • An effect that says "choose a target, then roll a d20" or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
  • Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
  • Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
  • If Maddening Hex is attached to your only opponent, it stays attached to that player as the ability resolves.
  • Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
  • Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
  • Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications. Anything that is looking for the "natural result" is looking for the number shown on the face of the die before these modifications.
  • The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
  • Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
  • While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
  • Prices

    Seller Price
    Cardkingdom / 5.99 USD 4.99 USD
    Manapool 4.39 USD / 3.31 USD
    Tcgplayer / 3.41 USD 4.16 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Enchant player Whenever enchanted player casts a noncreature spell, roll a d6. This Aura deals damage to that player equal to the result. Then attach this Aura to another one of your opponents chosen at random.

    Portent of Betrayal #133 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Scry

    Rules

  • Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
  • When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
  • You choose how to order cards returned to your library after scrying no matter where you put them.
  • You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
  • Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to it.
  • If the target creature is an illegal target by the time Portent of Betrayal tries to resolve, the spell won't resolve. You won't scry 1.
  • Portent of Betrayal can target any creature, even one that's untapped or one you already control.
  • Prices

    Seller Price
    Tcgplayer / 0.2 USD 0.05 USD
    Cardmarket 0.08 EUR / 0.22 EUR
    Manapool 0.15 USD / 0.19 USD
    Cardkingdom 0.35 USD / 0.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

    Tentative Connection #138 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Once you announce that you're casting Tentative Connection, no player may take actions until the spell has been paid for. Notably, opponents can't try to change whether you control a creature with menace.
  • Tentative Connection can target any creature, even one that you already control or that is already untapped.
  • Tentative Connection is unaffected if you no longer control a creature with menace after you've cast it. You won't have to pay an additional {3}.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Tentative Connection). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Tcgplayer / 0.26 USD 0.22 USD
    Manapool 0.15 USD / 0.2 USD
    Cardkingdom 0.35 USD / 0.79 USD
    Cardmarket / 0.35 EUR 0.08 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This spell costs less to cast if you control a creature with menace. Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

    Threaten #241 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.59 USD
    Tcgplayer / 5.39 USD 0.33 USD
    Cardmarket 0.27 EUR / 1.65 EUR
    Manapool / 1.45 USD 0.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It can attack and this turn.)

    Zealous Conscripts #354 Creature — Human Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Special
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Haste

    Rules

  • The triggered ability can target any permanent, including one that's untapped or one that you already control.
  • Prices

    Seller Price
    Cardkingdom 0.69 USD / 19.99 USD
    Cardmarket 0.58 EUR / 9.14 EUR
    Manapool 0.18 USD / 11.2 USD
    Tcgplayer 0.58 USD / 10.84 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Haste When this creature enters, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.

    Zidane, Tantalus Thief #2025-26 Legendary Creature — Human Mutant Scout

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Mutant
  • Scout
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • If an opponent gains control of Zidane from you, Zidane's last ability will trigger and you'll create a Treasure token. If an opponent gains control of Zidane and one or more other permanents from you simultaneously, Zidane's last ability will trigger for each of those permanents, including itself. This means you'll create a Treasure token for each of those permanents, including Zidane.
  • Prices

    Seller Price
    Cardmarket / 9.15 EUR 7.6 EUR
    Tcgplayer 0.29 USD
    Manapool 0.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn. Whenever an opponent gains control of a permanent from you, you create a Treasure token.