I will assume that the deck system is how it is going to be, so I have a couple of suggestions regarding ways to improve implementation. The first is the problem that eye focus is on the dealt hand rather than the combat because you have to search the glyphs you are dealt in order to use them. My suggestion here is to be able to assign about 5 keys to specific glyphs that show up on the deck build. Let's say you have whirlwind, slash, and stab in your deck. You can assign these to keys 1,2, and 3. Now at the top of the screen can be a gump with three spaces. The spaces represent the three keys. Now as the associated glyphs become available in the hand draw, the corresponding space in the "ready" gump could light up. In the test case, perhaps space 1 and 3 in the gump will be lit up while fighting. You would not have to search your hand of 9 cards to see and click the available slot. Rather, on top of the screen, space 1 and 3 are lit up showing that somewhere in the hand you have been dealt, whirlwind and stab are available, because space 1 and 3 are lit up. You could click one of these or press one or three. This would keep your eyes on combat and not on the hand of up to 9 cards below. My second suggestion is to remove orientation from the mouse during combat. Presently you are using the mouse for orientation, targeting, and glyph selection. Your left hand is busy with wasd movement. By allowing keys q and e to rotate the orientation, all movement could be relegated to the left hand. This allows you to free up the right hand to targeting and attack strategy. Three functions for the mouse is too much during combat.