You can store the triggers in a Trigger array variable and then use a For Loop to enumerate over them.
That being said, it sounds like you're lacking a proper system for storing these cards/their effects. Then again, I don't know the specifics of your map.
I'm going to make some assumptions and give you an example of how you could handle this type of game based on those assumptions.
Assuming your card effects (triggers) ALWAYS Create a unit or units, you could create a system that stores the information that these cards all share:
1: Unit-type
2: Unit count
3: Additional effects trigger
This information could be tracked inside of a Hashtable using the card's ID (whatever that may be) as the Parent key and the Children keys would contain the above 3 sets of data.
Then whenever a card is played, you simply get that card's ID, plug it into the Hashtable, and retrieve all of the necessary information. A SINGLE trigger could manage all of this. This helps keep things organized especially in cases where a card doesn't need an additional effects trigger.
Basically, try to eliminate any repetition by creating a system that will handle that part for you. For unique effects, you'll still need your unique triggers since some cards may do things that no other card does. If you have reoccurring abilities like Taunt, Rush, Divine Shield, etc. you could probably incorporate them into the system as well so they're handled automatically. Ideally, you'd be able to create a new card without even needing to create a new trigger, simply assign a few variables and voila, the rest is handled automatically.
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Set Variable CardCategory = Minion
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Set Variable CardUnitType = Grunt
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Set Variable CardSpawnCount = 3
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Set Variable CardEffect = NONE
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Trigger - Run Add Card To Hashtable (ignoring conditions)