This will be a pain...
1-14= The swords, summons various weapons in increasing amounts of power as the number goes up, normally with the weapons automatically attacking in an appropriate way.
15-29= The coins, influences luck and also can be used to make actual money. The power or amount goes up with higher numbers.
30-44= The batons/wands, creates fire, makes allows control over inanimate objects, and can make things become simpler.
45-56= The cups/pentacles/disks, Conveys control over water and summons scorpions of various sizes. The scorpions are church ordained members of the clergy and have appropriate hats.
0/22= The fool, Various abilities such as summoning useful tools, summoning canines, making things work when the shouldn't due to 'professional' crazy, and giving nearly always accurate hunches.
1= The magician, summons divine creatures or banishes earthly ones to the afterlife. allows control over flowers. Also moment improving effects.
2= The high priestess, summons a good partner (always female) for a male or improves a female's abilities, reveals secrets.
3= The Empress Increases fertility, makes plants grow faster, and heals wounds. Anything else may or may not be appropriate and will not come up.
4= The emperor, summons minions and allows mind control on rare occasions.
5= The hierophant, allows blessings and speaking to deities.
6= The lovers, causing a buff to be given but a debuff must be taken. The power of one is decided by the other.
7= The chariot Summons horses or sphinxes of a random type yes, even the monster girls can be summoned. Also makes the target able to do things they normally wouldn't be able to through sheer force of will.
8= Justice, makes lies unable to be spoken, allows for improved analysis of things.
9= The hermit, Silences things.
10= Wheel of fortune, a random combination of two cards occurs, if rolled again a third is added and so on.
11= Strength Allows the user to do things through sheer force of will. ALSO SUMMONS MOTHERFUCKIN' LIONS!
12= The hanged man, removes pain. Also binds targets.
13= The target becomes unable to escape. Also used for alchemy.
14= Evenly splits health between two targets.
15= The target becomes the embodiment of their favorite sin.
16= The target is suddenly stuck in an embarrassing situation.
17= The target becomes calmed.
18= The target becomes confused or afraid.
19= The target becomes happy and positive.
20= Unknown, every time it's been pulled the circumstances were wrong. However, people it's been pulled on seemed to escape death at some point.
21= The world allows cosmic radiation to get past what normally blocks it and hit the target.
Done.