I'll be the first to admit the concept of a Draw macro sounds like the most horrible idea ever. I actually thought when I started playing the role- wow watch someone come out with a really rediculous macro that works counter to the entire intent of this ability. And for anyone reading this right now, it's probably that thought that brought you here to see how bad this is.
However, I thought of helpful way these could be used by those new to the AST role, and for party members without AST, to remember what these cards do. An AST and/or their party members might not find this helpful or necessary for long, but since this is seperate from the main Draw command you can choose when to use it vs. not, and when to stop using them altogether.
I'll give an example using one card; the principle is the same for all of them, and I've tested it out:
Name: Bole- Dmg Taken Down
Code:
/macroicon "The Bole"
/ac "Draw" <t>
/p The Bole card played on <t>- damage taken reduced by 10%
The way this works essentially is you use the regular draw command, and then you still have the choice of using Draw again to play the card without using the macro, or you can swap to a crosshotbar (for those of us with controllers) that have the name/icon of the card as the macro name, to remind you of what it does, and then the party text is to let the party member it was cast on know what it does so they can take the most advantage of the situation.