Yeah there are too many "no damage" cards. I'll try do add more.
I'd say the problem is inherent in your design choice of exhausting the player's card draws and exacerbated by the lack of duplicates. If your starting booster isn't full of amazing damage cards, it's pointless to play at all because your progress will freeze at a certain opponent. Allowing a player to reach an unplayable state in your game at any point is not an interesting design choice, it's a frustrating one.