Don't forget that court cards count for 16 out of 78, as well -- you never know when you will encounter one of them.
Since all the minor arcana count as the 4 elements, you might want to create one effect based on each element -- perhaps Earth or Fire decreases your Armor rating by the rank of the card (and a court card is equal to 10, perhaps, as well); Water or Air might decrease your Will; Fire or Air might decrease your Reflex, and Earth or Fire might decrease your Fortitude. Choose whichever set works best for you -- if you like Earth reminding you of the Fortitude or Armor; if you like Water or Air reminding you of Will; if you like Fire or Air for Reflex...
The Court Cards might also provide a temporary penalty to your attack instead, equal to -10, or -5 per rank (a King would be -20!), or just -2 per rank -- until the end of your next turn.
The Major Arcana might have a different set of stunts, since when you draw one, classically, it suggests something -major- is the problem.
Fool - Drop weapon
Magician - Suffer energy backlash
High Priestess - Cannot use encounter powers
Empress - Deals minimum damage (bonuses still apply)
Emperor - Cannot use daily powers
Hierophant - Cannot use at-will, encounter, or daily powers
Lovers - All adjacent foes gain an opportunity attack on you (you provoke)
Chariot - Teleported 5 spaces into or away from battle (if away, into; if in battle, away)
Strength - Damage bonuses reduced to 0 (deal base damage plus magic item bonus only)
Hermit - You cannot be aided by another, healed, or targeted by any allies
Wheel of Fortune - Reroll / roll twice, take the lowest roll
Justice - You take damage equal to the damage you deal to your enemy
Hanged Man - Cannot attack or target enemies
Death - Lose 1 healing surge
Temperance - Must take your second wind on next action
Devil - Hit points reduced by half
Tower - Reduced to 1 hit point
Star - You take 10/tier radiant damage
Moon - You are stunned, then dazed as an aftereffect
Sun - You are blinded, then all foes have partial conceal as an aftereffect
Judgment - You deal maximum damage; you take the damage instead.
The World/Universe - Redraw 1d4 cards from the deck, just for kicks
All of these major arcana ideas might be clever enough to work either "until the end of your next turn" -- making you take the penalty for a critical fumble for up to a full turn afterwards -- or as a 'save ends' condition, which is a slightly heftier penalty. As for the direct and immediate effects, some of them may actually hit -- but they carry a penalty... I tried to scale up the devastation as you draw a higher and higher arcana.
What do you think?