I have a personal policy of putting the Deck in any long running, open ended D&D (or adjacent) campaign I run. It has certainly rocked the game but it has never ended a campaign. The biggest issue I have ever seen is players pulling wishes and saving them for just the right moment to pull out a spell far above their pay grade.
I long ago ruled that if you pull any wishes from a Deck, the card's effect forces you to use it/them then and there.
In a game I still play in, we hit a Deck once. Regrettably, I was playing the sort of Lawful character who wouldn't touch the thing (annoyed me, 'cause as a player I love pulling cards, but it's what the character would do so I had to honour that); but some others pulled cards. One character got 4 wishes, another got 2 - that's six wishes, all at once!
In sum total those six wishes accomplished next to nothing. The only thing of use was one of the wishes was used to solve the dungeon's puzzle (we were trapped inside it and couldn't figure out what we had to do to escape), and that was it. What a waste!
I don't use the Deck in linear campaigns that intended to have a story arc, though. They can certain derail are predesigned plot. But I don't run too many of those -- more now that I used to because I find it easier to run canned adventures on Fantasy Grounds.
Even predesigned plots need a little chaos now and then.
---MAN, now I have to figure out where to slip the Deck into my Iron Gods 5E conversion.
If it helps, keep in mind it doesn't have to be an actual deck of cards. I've used dice (2d6 with each of the 36 possible outcomes giving a different effect), a book (flip the page and read your fate), and so on as well.