I, like a lot of other nerds, play Magic the Gathering[0], specifically cEDH[1]. This process really speaks to my deck building process - after coming up with my archetype, color pie [2], and win conditions, I grab everything that I think could be applicable, and throw it in a pile. Then, on my first pass, I sort into yes, no, and maybe. Invariably, I end up throwing out all of the cards in the maybe pile, but the process of taking it aside, considering it, thinking "this could work", then coming back with fresh eyes struck me as similar to this process you've described.
[0] for those of you who don't know, MtG is a card game for two or more players who have a 'library' of cards they draw from, and play. It has a very simple premise - win the game by reducing your opponent's life total to 20, removing all the cards from their library, or playing a card that says that you win the game - and an insane amount of complexity; for example, one of the standard variants is provably Turing complete using the base rule set.
[1] One of the reasons for the longevity of MtG (been going strong since 1993) is that there are many variants of the standard rules that allow for a wide variety of play. Standard uses only the most recently released card lists, while Vintage lets you play with (almost) any card ever printed. cEDH stands for competitive Elder Dragon Highlander, which is a format where you have a 100 card library that has no repeating cards ("there can only be one!"), and they all have to share colors with a chosen 'commander'.
[2] MtG mechanically uses cards called 'lands' to produce a resource called 'manna'. Manna is used to pay for spells, which when resolved have some effect on the game state. Spells have color - 3 blue, for example - which can only be payed for by appropriately colored manna. There are 5 colors of manna, and each color is associated with different types of spells. Red is fast and aggressive, green is ponderous but mighty, etc.