Mah-Jong with cards. Makes it easier to travel. The Mhing rules (with wilds, etc) make this an easier game focused on big hands. That may or may not be to your tastes.
Hand management/tile placement game that often devolves into zugzwang. (A player is forced to make a move, which usually sets up the next player). Some odd quirks on scoring. Good, but a touch short of great.
Not the most elegant CCG, Shadowfist earns its ranking by sheer fun. A great theme, nicely managed (rares are mainly cards you want one or two each, commons are powerful). I play many different games, but I've played around 150 hours of 'Fist each year for the last 4 years.
Recent play has fallen off recently, with the growth of the San Antonio Board Gamers. So many new games.
Simple drafting game. You need to fulfill certain shows, and can take the free actor, or pay more to skip (or get a new set of applicants). While everyone has the same goals, the order they work on them matters. A game of efficiency.
Fast little rummy/set collection game with the target sets being another deck. You draw five targets (ie 'straight flush in this suit', 'full house', '3 cards totalling 24+). When you play a card can fulfill multiple objectives.
Chaotic and tough to control, but a nice change of pace. Better for small kids who can't play Crokinole well, the chaos works to their advantage. Somewhat of a splurge purchase (even on sale), figuring my kids will enjoy it.