It's simplistic gameplay; I'm not playing MTG here and have no expectation to. It's designed to be played one-handed. If the gameplay is good it's a bonus. I'm just happy to have a porn game that scratches the CCG itch that isn't TF Card Battle (cause chicks with dicks do nothing for me).
I mean the reason I am this active in a thread for a game I don't play is because with some new mechanics in future expansions and maybe a few changes here and there I can see it become one of my favorite porn games.
I am all for cutting devs some slack because a) it's porn and b) for the most part they don't have anywhere near the resources of actual game companies. However it isn't an excuse for everything. Because at some point I wonder why I am even playing instead of just watching porn.
(btw I encourage you to give tf card battle another look. There are 11 possible transformations and aside from sissy and futanari the other 9 do not feature chicks with dicks. Well aside from the 3d rendered opponent, but only temporarily and the actual porn is in the cards you play anyways.)
You're right, I honestly have no idea how that could be improved. As you were discussing it with DeathbyKimchi, it is pretty common even in professional TCG (Yes I did some homework playing more card games

) I'm open to suggestions!
Since now multiple people have reported that they don't really face this problem with more of a balanced mix between pornstars, actions and finishers in their deck I think the most immediate step would be to change the starting decks to reflect that.
To further prevent this issue I recommend not changing something about the games core mechanics, but rather simply introducing new cards in new expansions that help you dig through your deck towards the cards you currently need.
Card advantage is the principle of spending a card to draw more than one card like the already mentioned:
pot of greed, from yu-gi-oh
This is the easiest to implement from a techical standpoint as you already have "drawing cards" implemented. However note that this becomes really powerful really quickly. Cards like pot of greed from yu-gi-oh or ancestral recall from magic are both so strong that they ended up on banlists and are regarded as one of the strongest cards in the entire game.
This issue is likely even more severe in your game, as currently you always have the same number of cards in hand. Contrast that with magic or yu-gi-oh where you draw a card at the beginning of your turn and if you don't do anything you now have one card more in hand than before.
This brings us to the next best thing: card selection. You get some form of control over the cards in your hand without actually increasing their number.
This is an enormously large design space. From a technical point of view again, simply drawing but also discarding is the most easy to implement, as your game can already do both of those. Drawing first and discarding second is of course stronger than discarding first and then drawing.
But if you want to go the extra mile there could also be cards that allow you to put cards from your discard pile or deck into your hand or into play, cards that allow you to look at the top card(s) of your deck and decide to put them away (for example at the bottom of the deck or into the discard pile), cards that can either be played or discarded for a new one, ...
Also I want to draw attention to the fact that from a purely balancing and technical implementation point of few the game's "end the turn by playing or discarding a card" brilliantly simplifies things. BUT from the player's perspective "play a card or waste it by discarding it" is a pretty big psychological feel-bad. This probably contributes to how quickly and how strongly it becomes frustrating to not have anything to play.
All previous suggestions focus on making this feel-bad occur less frequent. However another angle to attack this issue would be to make the feel-bads feel less bad. For example there could be cards that do something when they are discarded.