Rule Zero
How to Play chapter has a three enumerated steps to play D&D.
- The DM describes the environment
- The players describe what they want to do
- The DM narrates the results...
The Rules exist to guide the DM on how they should adjudicate, but the DM's word is law. That said, according to the rules as they are written, your cards should cause as much issue as they are creating.
Improvised Weapon
An object that bears no resemblance to a weapon
deals ld4 damage (the DM assigns a damage type
appropriate to the object). If a character uses a ranged
weapon lo make a melee attack, or throws a melee
weapon that does not have the thrown property, it also
deals ld4 damage. An improvised thrown weapon has a
normal range of 20 feet and a long range of 60 feet.
Rules as Written/Intended, that would be 1d4 + (Str or Dex mod) would be the damage; the DM would decide which stat applies. The damage die even in the Weapons table leaves off the modifier, so I believe the RAW/RAI is that you'd add the relevant modifier.
I'd assume because it is ranged, that it would be Dex, not strength, though, I think an argument could be made that the playing card is a stand in for a dagger which has finesse and can either way.
Tavern Brawler
You are proficient with improvised weapons and
unarmed strikes.
All this adds is that your attack strikes are made adding your proficiency bonus... Which is a huge boon at higher levels, but doesn't affect damage calculations.
What I'd Rule as DM
In fact the numbers match daggers and darts so well, if I were DM, I'd limit the number of cards you have to 20 (saying the game of cards you play only uses 20 cards, without buying more) and wouldn't require Tavern Brawler... Because all you're really doing is skinning darts to be cards.
The only issue I could see a DM having a problem with is weight and concealability. Because you change the form factor from the dart (almost as long as a modern Javelin) to a card would take up less carrying capacity and you could stock up on many more "quivers"/"decks" of them. Moreover, cards being small they would be easier to hide, often thought harmless when searched and could cause a more cautious DM some pause. That said, we see the Monk's passage call shurikens re-skinned darts, and daggers are fairly concealable, too.
Talk to Your DM
So, that brings us the truest and most-oft repeated advice on the site: Talk to your DM. Which the reworded question makes it clear you're doing. The key here is to do it in advance of the game and sell the idea as reskinning the look of an item to another. Perhaps try selling the idea of letting you spend downtime crafting throwing stars or shuriken into custom cards, that when examined closely (investigation check with a set DC) can be discovered to be a weapon.
Ask what problem they are trying to solve for by disallowing cards as weapons, and ask them to work with you on a compromise that will give you the flavor you want and the mechanics they want.