The REMOVE A CARD screen was rendering a flat panel-with-text tile per deck card while every other card display uses the updated combat card prefab (frame art, rarity tint, proper fonts). Switched to instantiating the shared combat card prefab via CombatUIManager.SharedCardPrefab / CardUI.Setup, matching the upgrade picker.

Transparent hit-area on the slot wrapper handles click-to-remove so the CardUI drag/hover handlers don’t interfere.

Fallback path for flat tiles stays for the edge case where the prefab cache hasn’t been populated (rest node on turn 1 of a fresh run).


Commit c4f1d82 by astafford8488.