Ahh i am a huge fan of pokemon and yugioh as well. I hope all goes well with the logic, i can imagine it gets complicated having all the variables of leveling up and getting stronger.
Well, in ccg or tcg, having a level is meaningless and it is just an indicator of progress/experience, and actually it is an easy part.
Keeping track of current instance value of current active cards is the hard part, and creating a dynamic special skill system is so far the hardest of them all. Having 300 event just under a single function is extremely difficult to control, but through patience I believe I'll get them right at some point.
My gameplay is just too different from traditional yugioh, pokemontcg, mtg and current trending ccg/tcg gameplay, I think one of the reason of the difficulties understanding my own mechanic .