So you move a card from the deck to a destination where it is revealed as random. Then there are few ways to do it:
• Create separate sprites with individual face and init cover animations for each card, create an object "DECK" and use it as container for each of them so they are all spawned at once and at same image point. By shuffling Z order you'll get a lot of cards on top of each other and you can drag them without destroying, just swap cover to face when it's overlapping placement zone. It's even more convenient if you plan to have two or more decks on layout, but not the best solution because all cards will be on screen simultaneously causing theoretical lags. On the other hand it may provide you extra gameplay features.
• Use single sprite with many frames which are picked via array. Initial array should contain, for example, 52 items with value 1 which means all cards are present. When a card is drawn - a random item with value 1 is chosen and set to 0. By inverting the array you may find what cards are on another side. If you are using animations - then dictionaries are more preferable since you are referring to animation names as strings.
• Here's also a lazy way to manage cards - just upload all images to the project and have two arrays with their names as values, initial one with everything in it and second, empty on start, where you'll transfer picked items. Use instances of single sprite with only cover image. Whenewer a card is drawn - assign random picture to it via "Load image from url" action using array.at(floor(random(array.count))) & ".png", then pop it in first array and add to second.