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A big is not really a big drawback here, with the smoke break or arsenal you can manipulate the deck in such a way that allows you to use your favourite cards.
Oh yeah, there are also many exaust cards that can give cool buffs.
I did beat the game a few times with 22+ cards
Every relic in the game is part of a set, when you collect all 3 of the set in a run you get a bonus relic that gives a very strong buff. Like for instance, the detective starts with 2 deerstalker relics, if you collect the 3rd relic you gain +30hp. Im not sure what card shark deck set gives yet since its the last legendary relic i need to unlock, but i assume its something really good if you have to completely destroy your decks balance.
I would say that even the tri-relic from it is not great, only gives an ability that lets you keep your cards in hand between rounds. Not all that useful in general.
And maybe it could also add 2-3 extra card skips to make it more appealing for those that want a lean deck.
An increased chance for rarity in cards you can select from after battle would be much better and keep the theme.
50% chance for a brick card each turn (0 cost, 4 damage). Sounds great, however they are placed into the discard pile and then cycled back into your deck instead of exhausted after use.
This means as the fight goes on all you draw are these bad cards and none from your deck proper. Example it's turn 8 and my available cards for this turn are 3 x bricks and 2 x cards from my deck.
It's single-handedly killed my run. lesson learnt, do not pick Clay relic ever.
This one is easy to fix, though: Give the bricks "exhaust" and the relic is extremely nice. 4 damage plus an extra attack combo step for free every second turn is great.