anchor.diff:  			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())
  
positive.code: /obj/item/tcgcard_hand/update_icon()
  	. = ..()
  	cut_overlays()
  	var/angular = length(cards) / 2 * -30
  	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)
  
negative.code: 			continue
  		possible_cards[card] = rarity_table[new_card.rarity]
  		var/list/rarity_card_type = rarity_cards[new_card.rarity]
  		if(!rarity_card_type)
  			rarity_card_type = list()
  		rarity_card_type.Add(card)
  		rarity_cards[new_card.rarity] = rarity_card_type //FUCK CI
  		qdel(new_card)
  