108 Wordly Desires
The second 108 outfit pretty much allows you a free "draw" on any draw hand as long as you have less than or equal ghost rock than all the other players in the game. Since you can even use it on your lowball hand, it's a great way to win lowball more often or at least avoid cheating in lowball as much. Since each of your dudes effectively has a one draw bonus no matter what, you can feel a tiny bit safer leaving them by themselves around town.
Beyond the Veil
The Eagle Wardens already have some solid influence that's easy to keep on the table. With Beyond the Veil, they will be worth even more. Even your Ancestor Spirits will be worth two influence while they are with a totem. Perhaps Beyond the Veil might provide another worthwhile Landslide option? If you're in a pinch, you'll also have the option to use your outfit to move a dude to a totem to get his +1 influence.
I know many players that have been clamoring for a horse-centered Morgan deck for a while, and now it's finally here. Each horse has its cost reduced by 1. That includes the Mechanical Horse that only costs 1 in the first place. Morgan Stables effectively lets your horse act like a Shadow Walk and the Fourth Ring outfit at the same time. You first have to draw and discard a card, then you can make a play right after moving one of your dudes with a Noon or Shootout ability. This will be incredibly powerful with Shootout actions you already love such as Shotgun or Legendary Holster. There's even one Dr. Arden Gillman that would love to show up in a shootout and try to kill someone. Stables is even more interesting with the new horse below.
With the help of He Fang or the Stagecoach Office, Xiang Fang can be used to make some Ghost Rock during your turn and potentially take away income from your opponent on the following turn. You can even drop her on your own home for a small bit of cash (more if you use He Fang's discount) this turn if you're willing to take the loss of income next turn. You can also drop her on a deed you own to take the money and suffer no ill effects.
He Fang allows you to discount Abominations like Xiang or Hamshanks. He has to boot to do it, so you'll be losing a solid dude, but getting Hamshanks into play at the same location can help. He also has Blessed and Kung Fu at a ten value, so you'll be able to use him either way you want to go.
Kabeda can use abilities on totems adjacent to her. While she is in Town Square, you can rest assured she will have backup from an adjacent Fire of Nanabozho or Red Horse's Tail. She can even use nearby Spirit Trails to move around without having to be at the same location as the Trail. Thankfully, she can only use Noon abilities this way.
This dude is probably one of the best bullet for Ghost Rock returns in the game. Enapay is great fuel for Zachary, since he can be three influence during noon and with an idol, he can be a five! Add in the new Beyond the Veil home and you'll have a six stud Zachary.
Karl gives you the chance to have some solid influence in an all abominations build. The downside is that you lose the chance to run Jake Smiley, but you'll get and extra influence and some stud with Karl. If you're feeling adventurous, you could start Karl and Tom in Oddities with The Brute, Freddy, and a clown. That's 18 GR cost for 5 starting influence and the potential for 5 more. You could run the Ghostly Gun instead of Tom for a little less upkeep and movement restrictions. There are already some options for a build here, but each additional abomination that adds to the game will make Karl more useful.
Erik is a dude tailor-made for Abram's Crusaders. With Evanor, he can be a six stud and two influence. With the new hammer later in this set, he would still be 3-stud and two influence. He only costs 3 initial Ghost Rock, making him easy to start or play mid-game. He is also a Blessed with some influence and a mystical goods plus a miracle (he would need to be made a deputy) could give him 3 influence.
Dr. Brian Foxworth
Morgan gets another doctor and this one could sit in town square and be relatively safe, except from jobs, the same way Clementine stays safe in a Saloon. If you do feel like dropping a few goods on Brian, it's pretty easy to ramp up his influence with an Idol or Ballot counter. That influence can then be used to soak up casualties by discarding Foxworth.
Buford is another Sloane dude that loves to hang out at any Saloon, although it should probably belong to your opponent. He is an easy three bullets, but he will take a point of production from the deed to pay his upkeep. He could easily fit in a Sloane Legendary Holster build with those high bullets and low value.
Doris is another potential "closer" dude that can earn a few control points just by moving around town. There are plenty of action cards that can move a dude, including Secret Tunnel and Clear Out!, but she really seems to fit with gadgets. A Mechanical Horse can easily move her around town without booting her, letting Doris earn the 3 maximum Control Points allowed. At 10 value, she already matches the new horse in this set along with an Extortion you could use while you're running about town. Her two influence isn't bad, either.
Rico is our first Grifter with an influence. He lets you swap your starting posse based on what is in your opponent's hand. If you're not big on swapping starting posses, he still lets you look at your opponent's hand which can be huge for Den of Thieves looking to start a fight if they don't have a cheatin' resolution. It all depends on what order your Grifters resolve, because if your opponent goes second, they could easily change it all by using Travis. He could have some limited uses, but he has an influence!
Maza Gang Hideout
The Hideout strikes me as a great deed to run Establishin' Who's in Charge. If your opponent is only in Town square and not on your street, they can't get to the job, because they aren't adjacent. Eagle Wardens could also drop a few Spirit Trails in the right places to up this deed's Production quickly. This wouldn't be a great deed to see in your starting hand, but at least it will be a 2 for 1 if it's the only deed you have.
The Purifier is another gadget deed and it's even non-unique! For one Ghost Rock, you'll get two control points and an income. Don't count on the income, though. If your opponent (or you) controls it and pulls a club, all the dudes there get -1 influence and are sent home booted without the chance to unboot that Sundown. You might lose the income and the two control points that way, but if you're careful, that influence drop could win you the game. If you aren't playing clubless, this won't seem like a wise investment, unless you're playing a Rumors or Blood Curse and just want a few guys home booted and out of the game the following turn. Because they are so cheap, you could easily sit on them until it seems like the last play of the turn. Dropping 2 or 4 control points after most of your opponent's options are exhausted, could easily win the game.
Disgenuine Currency Press
This gadget isn't incredibly difficult invent if your deck is built around those medium difficulty gadgets, but it doesn't seem to synergize well with many current gadget builds. It's worth several Ghost Rock if you can invent it. Add in the Gadgetorium, and you could net 4 Ghost Rock from the deal, but you would need 3 Mad Science to invent it. When it gets discarded, you can also draw a card. There aren't many guaranteed ways of doing it, but getting the dude carrying it killed always works.
The Furies are a great way to build skill in those decks that were only a point or two away from succeeding on pulls. Unfortunately, or fortunately, it shares value with the strong spells such as Paralysis Mark, so there should be little fear of the two being abused together. Richard Slavin can dig them out for quicker use and Jose Morales is likely to get some serious bonuses to his huckster skill for carrying a set of these knives and Bobo could see some serious returns with a few of these floating around.
You wanted a melee weapon that fit better with Abram's Crusaders? Here you go. It doesn't have a bullet bonus to lose, but Crusaders would still grant you a bullet for carrying it. You can turn Erik Samson into a 3-stud, 2-influence dude for cheap. If you can face off against a few wanted dudes, you can be sure they will avoid cheatin' if you've managed to boot their dudes with an Unprepared or two.
The Ornithopter is an incredible gadget allowing you to move into or out of a fight as needed. Put it on a valuable dude like Lane Healey, and you can keep moving into any fight your opponent starts as long as you have the Ghost Rock. Since it also counts as a horse, it gives the original Lane his bullet bonus, and is free to build with the new Morgan Stables. Just a hint, Dr. Arden Gillman loves using his ornithopter with Stables.
Den of Thieves gets a little more support with Hustled. Now those low influence grifters you bring can start earning their keep. The real wonder here is that Hustled lets you boot "a card" at the Grifter's location. That can be a dude, a weapon, a deed or even a spell.
An Accidental Reunion
If you're not keen on Den of Thieves stomping all over your environment, it might pay to pack a few of these. It's a headline, so you'll want to win lowball or get it out as soon as possible. If your opponent reveals a legal hand an then makes it illegal, it won't work, but as long as they want to use their Devil's Joker, they'll have to eat two casualties as well. You can even pay 2 Ghost Rock to put it back in your hand and threaten them with it again.
A Slight Modification
Canceling has always been a powerful effect in any card game, and the first one we get goes to one of the weaker archetypes in the game. It also resides at the same value as Force Field and Flame-Thrower, so it shouldn't be hard to mix into a gadget deck. You could also use those heavy Currency Presses that aren't doing much after they are invented. Gadgets will definitely see a surge in play as they can now cancel some of the effects that typically knock them out of shootouts, like Unprepared.
Rabbit Takes Revenge
Revenge is the "high-powered" card in the Rabbit Taos. If played as part of a combo, it acts a little bit like a Sun In Yer Eyes, a Pinned Down, and Unprepared all rolled into one. It even makes your dude a stud. When Kung Fu wins lowball, be prepared to have your best dude hit with this.