While I'm one of the few weirdos in the forums who likes the current card system. I'll go ahead and share the idea for the cards I played around with.
Draw is now Divided into two different Draws.
Astral Draw: Draw an Astrally aligned Arcanum from the Divining deck. Press the button again to grant the targeted ally a Fortune. Only one Fortune can be active on an ally at a time.
Balance: 10% Direct Hit
Arrow: 10% Skill/Spell Speed
Spire: 10% Crit
(Spire replaces Spear solely because lightning is an Astral element in lore.)
Fortunes last for 30 seconds, and other then being classified as a "Fortune" are functionally similar to the old cards.
Umbral Draw: Draw an Umbrally aligned Arcanum from the Divining deck. Press the button again to inflict a Misfortune on a target enemy. Only one Misfortune can be active on an enemy at a time.
Bole: -1% damage dealt
Ewer: -2% magic vulnerability
Spear: -2 physical vulnerability
Each Misfortune lasts for 45 seconds. The one Misfortune per target clause was to prevent AST/AST from being to powerful in this theoretical scenario.
Royal Road and Spread would only interact with Astral Draw, Redraw would be based off the last of the two draws used, and Minor Arcana would be based on the last draw used.
Astral Draw: Lady of Crowns: 500 potency heal
Umbral Draw: Lord of Crowns: 200 potency nuke +refresh the current duration of the currently applied Misfortune.
The idea is basically youd try to pull the appropriate Misfortune for the fight (such as Spear for physical heavy comps) then use any subsequent Umbral Draws to deal damage + maintain the Misfortune with Minor Arcana. Other ASTs can also maintain the currently applied Misfortune with their own Lord of Crowns, but they will overwrite the current Misfortune if they attempt to apply another.
Finally I came up with one more skill, meant to interact with Umbral Draws.
Twist of Fate: 120 sec CD. Inflict the target with Twist of Fate for 15 seconds
Twist of Fate: Enhance the effect of the currently applied Misfortune to 10%.
Additional effect: While Twist of fate is active, all enemies within 10 yalms of the target will receive the original Misfortune effect. This effect will end when the enemy leaves the radius or Twist of Fate ends.
When Twist of Fate ends, the target is inflicted with "Uncertain Future" preventing the reapplication of Twist of Fate for 90 seconds.
The reason why the umbral draws have such weak effects is because they're meant to be pernament in their uptime if the AST pays attention. Twist of Fate is intended to be their big cooldown to temporarily enhance the effect to more powerful levels. Essentially turning the effect into a Physical or Magical Trick attack, or to a Disable. I also gave it the Virus treatment to prevent multiple ASTs from chaining the cooldown for higher uptime.