I think the biggest hurdle you're going to run into when selling this game is that it's barely any different in terms of play mechanics from countless other games that can be played with a standard deck. The gameplay itself is identical to that classic card game that is often the first one children learn: War. The sole difference is that you play with a smaller deck, only 36 cards.
Sure, standard decks won't have your colorful artwork on them, but if you bought a cheap deck and stripped out the aces and court cards (jacks, queens and kings), you have the exact same deck in terms of function.
If you created some unique mechanic that COULDN'T be played out with a regular deck, you might be on to something. For example, look at the game Uno - it has Wild, Skip, Reverse, Draw Two, Draw Four, etc., in addition to all the regular number/color combinations. The game Mille Bornes has cards that in no way resemble a standard deck - no colors/suits, mile markers instead of consecutive card values, etc.
In simplest terms, if the game you present can be played using one or two standard decks, with or without cards removed, there really needs to be a compelling reason for people to find your deck preferable to using the inexpensive standard decks they can buy locally. Artwork alone might not be enough, unless you were selling to children at a low price point or the art was just stellar. But if you make your game artistically interesting, entertaining, unique and easy to play, you could end up with the next Exploding Kittens on your hands - the highest-grossing Kickstarter project to date, at over US$8,000,000 earned on a goal of just US$10,000.