Yeah I limited it to avoid players being able to spam a few good cards together with "reset boredom".
But I understand, that it feels frustrating to (by chance) only get new "crappy"/non-useful cards. I'm thinking I might adapt the picking algorithm from pure random to slightly adjusted probabilities (so that the more copies of a card you already have, the less likely it is, that another copy will be in the list, meaning players will get more new cards on average). That would benefit players on all difficulties.