Why "200 gp" is the worst possible loot description
The DMG treasure tables are accurate. They are also boring. "200 gp in coin" tells a player how much they got. It does not tell them what they got. There is nothing in the description for the player to picture, react to, argue about, or remember. It is a number on a sheet, and a week later, that is all it will be.
Treasure cards solve this by replacing the number with an object. Instead of "200 gp", you hand the player the "Brass Cup of the Deep Lord" card: a tarnished ceremonial cup with worn engravings, valued at 200 gp, sized to fit on a campaign-shelf next to the other things they have looted. Same gold value. Completely different table experience.
What a deck covers
The deck breaks treasure into the four DMG categories: coinage parcels (mixed copper / silver / gold piles), gemstones (everything from cloudy quartz at 10 gp to flawless emeralds at 5,000 gp), art objects (chalices, statuettes, banners, scrolls), and valuable mundanes (alchemical kits, finely-bound books, exotic instruments). Every card has a name, a short flavour line, and a stated value tier.
Some items are tiered, meaning the same card represents a different value at tier 1, 2, 3, or 4. A "carved jade chess piece" might be worth 25 gp at tier 1 and 1,000 gp at tier 4 because tier 4 finds it in a king's tomb instead of a roadside merchant's pouch. Tiered cards let you reuse the deck across the whole campaign without it feeling repetitive.
Pairing the deck with the loot generator
The loot generator on this site rolls SRD-compliant hoards: currency, gems, art, and magic items, all weighted by challenge rating. Use it to do the math, then pull the matching cards from the deck to do the hand-out. The generator produces the rules-correct outcome, the cards produce the table presence.
Most DMs settle into a workflow: roll a hoard mid-session, glance at the gem and art lines on the result, pull two or three matching cards from the deck, and slide them across the table. Total table-time: about thirty seconds. Difference in player engagement: enormous, because they are now physically holding the loot instead of scribbling a number on a sheet.