anchor.diff:  /obj/item/tcgcard_hand/update_icon()
   	. = ..()
   	cut_overlays()
  -	var/angular = length(cards) / 2 * -30
  +	var/angular = length(cards) / 2 * -30 + 15
   	for(var/obj/item/tcg_card/card in cards)
   		var/image/I = image(icon = card.icon, icon_state = card.icon_state)
   		var/matrix/ntransform = matrix(I.transform)
  
positive.code: 			continue
  		possible_cards[card] = rarity_table[new_card.rarity]
  		var/list/rarity_card_type = rarity_cards[new_card.rarity]
  		rarity_card_type.Add(card)
  		rarity_cards[new_card.rarity] = rarity_card_type //FUCK CI
  		qdel(new_card)
  
negative.code: 			second_card.forceMove(hand)
  			hand.cards.Add(src)
  			hand.cards.Add(second_card)
  			user.put_in_hands(hand)
  			hand.update_icon()
  			return ..()
  		var/obj/item/tcgcard_deck/new_deck = new /obj/item/tcgcard_deck(drop_location())
  