I've been (metaphorically) sleeping on this project.
Most of my work with this has been on the backend; I hated how much redundancy there was with the sword attacks, and how the cards themselves didn't really carry any customization beyond which prefab to spawn.
The results of which can be seen here.
When the player enters a level, their current card, the one behind it in deck order, and the next two are displayed on the right side of their screen, flying in from the player's starting location (this started as a glitch, but I liked how it looked and the cards needed a split second to initialize, so I kept it). When a player selects a card, the card has a black mask that dissipates as the card becomes available for use again (right now none of them have a black box that lasts for very long, but this will be more apparent for stuff like bombs. The sprites for each are also now being pulled based off the card ID.
You can also see on the placeholder sprites the stance that it "expects," and the one it'll set to.
Up next, I'd like to improve the capabilities of my cutscene handler to allow onscreen actors to move, and allow for this UI and deck selection to be split into 3 (A main deck, a "focus" deck, and a "bomb" deck).