Thanks the second time for your detailled analysis and suggestions!
I really like both of your suggestions, and I'll likely add both of them in the next few weeks.
I'll have to think about how to implement only allowing "useful" cards - the card limit is not hard coded to two cards, but depends on the difficulty (hard=2, normal=3 easy=5), but I guess I can find some sort of algorithm which does not punish the player on easier modes by giving them more useless cards than on hard mode.
(I had considered adding a shop level or something like that, to allow the player to sell useless cards and buy good ones, but in the end I decided that would make things too complex 😅)