Whenever Zara attacks, look at defending player's hand. You may put a creature card from it onto the battlefield under your control tapped and attacking that player or a planeswalker they control. Return that creature to its owner's hand at the beginning of the next end step.
Zara is an evasive attacker that peeks at a defending player's hand and yanks their best creature into play under your control, tapped and attacking them. You build a Pirate/aggro-tempo shell that swings every turn, abusing the borrowed creature with sacrifice outlets, blink, or theft-permanent effects before it returns at end of turn. Win through repeated combat damage, stolen value, and Pirate tribal aggression.
Built-in card advantage and disruption by stripping creatures from opponents' hands every combat
Evasive flier that connects reliably to trigger its ability
Pairs perfectly with sacrifice and clone/blink effects to permanently keep stolen creatures
Strong in a focused Pirate tribal or tempo aggro build with cheap evasive threats
Stolen creature only stays until end of turn unless you have a sac or permanence outlet
Whiffs against control or token decks that hold few or no creatures in hand
Five mana and dies to removal, stalling your engine when she's gone
Needs to attack to function, so defensive metas and big blockers blunt her
Color identity lacks reliable creature recursion outside theft tricks
Pirate combat damage draws cards, fueling an aggressive evasive board.
Add more cheap sacrifice and permanence outlets (Goblin Bombardment, Ashnod's Altar, Viscera Seer) so stolen creatures never go home, and load up on evasion-granting and protective equipment to keep Zara swinging. Tighten the curve with efficient Pirates and tempo interaction (counters, bounce) and add extra-combat or untap effects like Aggravated Assault to trigger Zara multiple times. For higher power, lean into Sneak Attack-style cheat effects and proactive theft like Captivating Crew to convert combat into a controlling, board-dominating engine.