This is a decent start, but in order to give this some strategic depth, I think you'll have to think about your card (and probably ultimately mechanic) design a bit more.
1. Right now, cards with low numbers just appear to be strictly worse than cards with higher numbers. I didn't find any reason to ever pick a 1 damage card when building my deck.
2. I feel like cheat cards should generally be stronger than legit cards, as they already have the downside of giving negative audience trust. Right now, I only slapped them down at the end of the action sequence if my legit cards were particularily bad.
These two reasons made both deckbuilding as well as the actual rounds feel sort of trivial.
In contrast, look at Slay the Spire, for example. There are rarely any cards that are just strictly better versions of other cards, and if two cards share the same mechanic with different numbers, the better one usually has the downside of costing more energy to play. Also, a lot of the strategy in Slay the Spire comes down to evaluating how good a card is in context of your current deck, but this requires that there are some sort of interactions between your cards. Right now, in your game, the only real thing to think about in terms of deckbuilding is how much healing you need in your deck.
That being said, I do like the idea of the cheat mechanic and having to keep up audience trust. It's a concept I don't think I've seen in card games before. If you keep working on this game, maybe add a few mechanics and design a more balanced set of cards, I think this could turn into a really neat experience.