Each version of the SAGA game came with its own deck of cards, specially tailored for the SAGA system. If these cards are unavailable, or if the thematic elements of the deck conflict with theme of the game, it is possible to use a different deck of cards. The decks described here do not necessarily give the same probability distributions as either of the dedicated SAGA decks, but they work quite well regardless.
Standard Playing Cards
The easiest and cheapest SAGA deck can be created by using two decks of standard playing cards. The two decks should be exactly the same - especially the backs. From each of the decks, merge all of the number cards A-10 into one deck. In addition, add the clubs face cards from both decks, the spades face cards from one deck, and one Joker. This will give you a deck containing 90 total cards.
The four suits map directly to the four attributes used in the game - Clubs to Physique, Spades to Coordination, Diamonds to Intellect, and Hearts to Essence. Face cards are all members of the Mishap Suit instead of the suit on the cards. Jacks have a value of 3, Queens have a value of 6, Kings have a value of 9, and the Joker has a value of 10. Other than this, the face cards act exactly as the Mishap Suit outlined below.
Aura readings can be performed in a few different ways. The simplest method is to look at the suit on the card and consider diamonds to be positive aura, spades to be negative aura, and all others to have a neutral aura. A slightly more complex (but better distributed) method, is to treat the lowest three valued cards (A-3 & J) of any suit as positive aura, the top three valued cards (8-10 & K) as negative aura, and the other cards as neutral aura.
Tarot Cards
At slightly more cost, a very nice looking SAGA deck can be built by using Tarot cards. Tarot cards can be purchased with many different themes, so a game for a particular setting can generally have its own themed deck, if you're willing to pony up the money for it.
When using Tarot decks, use the same formula as the above. Use two decks and keep the 1-10 valued cards from each minor arcana suit. The suits map to abilities much like above - Staves to Physique, Swords to Coordination, Coins to Intellect and Cups to Essence. The Mishap suit is constructed from the Major Arcana of one deck - add the Major Arcana that have values 1-10 to the deck. Using Tarot decks allows the Mishap Suit cards to take their numeric value, unlike the playing card deck above. If using a themed deck whose Major Arcana do not have numeric values associated with them, either come up with an assignment of numeric values, or use the face cards from the Tarot deck as above.
Aura readings can be performed as outlined in the playing cards area above.
CCG Cards
Many gamers have vast collections of collectable card game cards lying around among their gaming supplies, and these cards can be used for SAGA, with a few caveats. First, there need to be five "suits" of cards in some fashion, and these suits should be clearly marked on the card. Second, there needs to be a numeric value on the card that is consistently in the same place on every card, with values that range from 1 to 10. Then construct the decks as above, with two of each numeric value for each suit except for the Mishap suit.
Customizing Cards
If you are willing to make some permanent changes to your cards, you can customize your decks even more than outlined above. Adhesive labels like those found in office supply stores can be affixed to the cards to put more information on each card. Suits symbols on cards can be altered or removed by printing new labels -- for example, both the value and suit of Mishap Cards can be altered in this manner, or CCG cards can be modified to have an unambigious value attached to them. For the really ambitious, artwork can be printed on these labels and affixed to the cards.
In the original Dragonlance deck, each card is associated with a particular character, and has associated personality traits on the card. In the Marvel deck, each card has a particular "Calling" on it, giving a reason for why a hero is a hero, as well as random events that the GM can use to spice up play. These things and more can be added to cards using adhesive labels.
Labels on the cards can be smudged or torn by routine play, so if the cards are altered in this way they should be protected. Simple plastic card protectors sold in game stores make a great protection for the cards, though it can make them hard to shuffle. In addition, opaque-backed card protectors can let you mix decks with multiple backs together without "marking" the cards.