Yeah, deckbuilding is pretty ace. It started with Dominion, which is heavily based around "engine" play. You have a bunch of piles of cards in the middle (there's ten different types of cards, randomly determined, and a large number of copies of each one), and each turn you play your starting deck and acquire cards from the center into your discard pile. When you run out of cards in your deck (which is pretty quickly, since you start with 10 cards and draw 5 each turn), you reshuffle your discard into it, so you're slowly upgrading your deck with new cards.
A Magic pro got their hands on Dominion and made their own inspired-by game: Ascension, which they later refined into Star Realms. It's an interesting spin, and it changes the focus somewhat to resemble a Magic draft. Instead of being able to freely build an engine, you have to pick from a row of five cards when you acquire cards. It's more about adapting a strategy on the fly.
A game that's doing some interesting things with deckbuilding is Codex, which should be releasing around this winter. It's a hybrid of deckbuilding and CCGs, where you secretly add two cards to your discard pile every turn from your own personal stash of cards. So it's a CCG (albeit noncollectible--you get all the cards for your faction upfront by buying the game) where you build your deck as you go. This has a nice double effect. For one: you don't have to worry about drawing dead cards that aren't playable until many turns later in the game, because you don't have to add them into your deck until later. Secondly: you can build your deck to adapt to your opponent's threats and strategies, instead of relying on a "sideboard" to swap out cards in between matches.