JT-Y wrote:
But my preference is for variant 1 or 3, I think they're the best. They also specify values. Decks of the same value do balance out, apart from the times when luck rears its head and you get the perfect card for the situation. That can't be costed for.
My only concern with both of those variants is that coaches are allowed to choose decks in the first place. The very fact that decks are priced differently (1-4 points) signifies that cards in them are not equally powerful. So, let's suppose both coaches are granted with 4 points to buy cards. I wonder whether they'll see any benefits in buying two 2-points cards, or four 1-point cards? Or there will always be only one most reasonable choice: one 4-point card? Same question goes for case when they have 2 points each. I believe this kind of meta - which decks are the most cost-effective ones - exists for CRP's cards already. So, if it's the same for cards in new rules as well, this will lead to less variety of possible in-game situations created by cards' usage (as coaches will almost always try to pursue most effective strategy by choosing the powerful/cost effective decks), what (imo) means less fun - as you said it yourself, the cards are needed to add more variety and randomness to the play, that's their purpose, and such approach to the way they are drawn may not be consistent with this purpose.
One way to prevent this could be making approach of choosing the decks to draw from randomly the recommended one (example: roll 2D6, check a table to see what deck corresponds to result, draw from it 1 card each, [possibly] discard it and try to draw one more again, roll 2D6 again, and so on). That probably is the easiest way to address the issue. A more complex approach would be balancing all decks in such way that there wouldn't be an easy answer to what is better: two 2-points card, one 4-points card, or four 1-point cards.
JT-Y wrote:
Do you use IP or timed turns?
I rarely play TT

I come from a digital world of BB. Even at Fumbbl, where Special Cards are at least implemented (unlike Cyanide's BB), they are still rarely actually used, as they are inducement's only. So I have high hopes for the new ruleset, where they are now sort of part of the any regular match, expecting their usage will become a common occasion, at least at Fumbbl (when they'll transition to new rules).