Sample game:
Take the 3.5 PHB and cut out the Skill, Feat, and Spells section leaving a booklet of Stats, Classes, and Combat Resolution (moving several manuevers to cards as well).
Take the 3.5 DMG and cut out the PrC, NPC, and Magic item section.
Combine to form - Rule Book 4.0
The Feats, core spells, Skills, core magic items, and special manuevers (and maybe a card called Adventurer Gear) become a standard non-collectible set of Player Cards 4.0.
The Player's Kit is the Rule Book 4.0 plus a 200 card set (4.0).
The Monster Set is the MM 3.5 on 3x5, or 4x6 cards plus archetype NPCs -- non-collectible.
Expansions add to Player decks. Monster Expansions are like FF, MMII, MMIII, MM IV etc.
Your character sheet consists of Stats, HP, and Class/Levels. Your class and level determine what cards can be in your deck.
For example, casters have primarily spells in their deck (up to the standard x/day limit) while skill and feat characters have ability uses. The rest is filled in with magic items or for gear types - mundane gear bonuses.
At any given time, you have a hand of abilities from your deck that grows with levels (say Level/2+2) between 2 and 12. This speeds play by limiting your choices to what's in your hand.
The monsters have a set hand printed in their card.
Maximum deck size is 60 and is refreshed when you 'rest' for the day.
Spells and other 1/day items are discarded after use but everything else gets put back in the deck.
At level 1 you could run a deck of 2. Game play basically follows current move and action play but combined with the cards.
Expansions might add uncommon or rare cards but the appeal would be the standard common set. Players would trade their commons based on character role - so the fighter could get a handful of say Cleaves and the mage Magic Missiles.
Alternately the Monster expansions can take the same format as DDM.
Play:
1. Roll initiative, high starts then clockwise
2. Draw from your deck
3. Play card or discard (to cycle to a more useful card next turn). Buff or ongoing spell cards stay on the table.
4. Resolve a standard action plus move, or full action. Roll dice, do damage, etc.
5. Next
On the DMs turn just do 3. (Choose ability if any) and 4. for each creature since NPC/monsters don't have Decks just a preset list.