Lorthanoth
Explorer
Everway used faux-tarot cards for just about everything.
The old SAGA system for Dragonlance/D&D used a special card deck for various resolution effects. Depending on your 'level' you got to hold x number of cards, and could not redraw until all were used. Basically, it was like pre-rolling a series of d20's, then choosing when to use them. You could save the '20', hoping for a big event, or hope you could spend the '1' on something inconsequential before it's the last card in your hand and has to be spent.
This was WotC's Marvel SAGA, designed by Mike Selinker. My whole group loved this game. Its major weakness is that it assumed that I'd rather play a Marvel Superhero instead of my own, but once you got past that it was consistently fun and exciting. Nowadays I prefer MnM, but I'd certainly go back and play this again.There was a Marvel Superheroes RPG that used cards instead of dice. I rather liked it, but the system failed to gain traction.
And the system, in practice, wasn't that great, and sacrificing Dragonlance to it just to generate a new system to sell is one of the reasons TSR is not spoken of in polite terms in many gaming circles.
Did they fix it? I think my copy of Deadlands is first edition, and whomever created the table for spell effects had a seriously warped idea of the relative frequency of poker hands. Even considering the possibility of drawing extra cards, hucksters' magic would fail most of the time.Deadlands uses poker hands to resolve huckster's magical power. The better the hand, the more powerful the spell. Wicked range of power there.