Thank you both for your replies! 
This effect is usually called iridescence, the more accurate term (I think) is called diffraction grating. The simplest way to do this is to just use a lookup table with a gradient in your material that adjusts the base color depending on the view vector in relation to the light and the surface normal.
Iāve been trying different versions of iridescence already (including a LUT based solution) for this and while I do have something that works relatively well, its reflection pattern/behavior isnāt quite correct compared to real cards. Here is a capture of it:
The current version is probably good enough for what it is (itās a personal project, Iāve just wanted to do this for a while now kind of as a challenge to myself) but itās technically not quite correct. The pattern you can see in the picture I posted in the original post is what you actually see on finished cards, just usually with larger color reflections (which are the luster you see on real cards). I was thinking of maybe using a mask that wanders over the card, depending on the angle, masking in parts of the luster I currently have (tiling the colors a bit more to match the masks) but Iām not sure what the best approach to that would be. The mask would look like this (with the center left out since to fit the picture in the first post):
To accomplish that āwandering over the card based on angleā effect I was thinking of maybe using Bump Offset with the mask. Thatās how that approach looks at the moment:
All of those are just approximations of the lusterās behavior when the light is hitting the surface at a right angle, though; itās still not quite correct. If I were to look directly at the card and I had a moving lightsource around me (in reality), the luster would change with its movement even though I am not actually moving. The current version of the shader isnāt affected by light position, only by intensity since the luster is Subsurface Scattering based). I hope I donāt make it sound more confusing rather than clarifying what Iām looking for - this turned out to be a bit more complex than expected. 
Basically, standard iridescence achieves 80 % of the look but I want to get those last 20 % by getting the right luster pattern as well. For that it would have to change based on the angle toward the light source, together with the angle toward you. Is there any node that can be used for this kind of interaction with a light source (or any other object in the scene, for that matter)?
Ideally though, I think youād need to create a new shading model in order to better support more scene lights.
Hmmm, yeah - Iāve never created my own shading model. >__>
As for the Scene Fringe solution - is there a way to limit that to focused areas only, basically with the mask Iām using on the current card to limit the luster to the image? Itās an interesting effect that does look like it might be able to achieve what Iām looking for with a little customization and Iāll look further into it.
Thanks again! 