Lu is another Kung Fu dude that can pass all the way up to sevens and he only costs two ghost rock. He has a peculiar ability that makes him ideal for sitting on your opponent's deeds with high Control Points as he can take away up to 2 CP and gain one for himself. He can do all this without even controlling the location. He just has to be there. He is surely going to be another tool in the 108 Landslide builds.
If you've been struggling with Kung Fu builds that are only 1 value away from passing all your pulls, then Forster is your man. When he is at a Saloon or Casino, all your other dudes have +1 Bullets and value. Common power dudes such as Bai Yang Chen will be 4 stud and pass Kung Fu with a Ten or lower. Forster will likely start in Kung Fu builds since his value is just high enough to keep many Kung Fu dudes from passing their pulls.
Joseph Dusty Hill
Joseph is one of those dudes that requires several cards to gain all his benefits, but as long as he is wearing an attire, he has Shaman 3 and 3 bullets. When he has one of those spirits he will be great at casting, he also gains an influence. He's likely to be seen in builds that need a couple Shaman 3 dudes or used as an easy starting Shaman that can get more powerful as the game goes on.
Mariel has decent influence and is 1 stud. If you have more influence in a shootout than your opponent, you can kick a dude out of the opposing posse and send them home. They won't be booted on the way home the same way Pistol Whip does, but it would be worth getting a Steven Wiles out of the fight of your choosing.
The Tattooed Man
The Fourth Ring is starting to see some more power hucksters lately, and the Tattooed Man is no exception. He almost has the same raw power as Smiling Tom, without the restrictions. You'll pay for it though, as the Man has no influence of his own. You'll need Sanatorium, Oddities, or some hats to remedy that situation. The Tattooed Man has two traits to support Hexes. If you use a Hex Slingin' or Magical Distraction, he will put the spell back into your hand instead of discarding it. If you use a Raising Hell, he will put it in your discard instead. These are both "may" statements, so you don't have to use them if you'd rather have the Raising Hell in your Boot Hill for Ivor to grab when he shows up. The Tattooed Man has plenty of utility. His cost and zero influence might keep him out of a lot of decks. That 3 stud combined with the traits will be pretty useful in a shootout build. Since he has no influence, don't be surprised to see him pop up in other decks that are trying to use hexes.
Blessed gain a new way to pass out bounties with Riorden. Some Miracles such as Consecration don't need to boot to resolve their effects which means Riorden can boot the spell to hand out a bounty and you can still trigger the spell. If the dude didn't already have a bounty, Riorden will have to discard the spell after the ability. He could be an effective way to make money with Confession. The more likely option is to use Riorden as a way for Blessed based decks to hand out bounty so that Abram gets cheap enough to play.
"Lucky" Sky Borne
Lucky can bring a sidekick into your starting posse in place of a dude. You could use this ability to easily start the game with a Marty to help your inventions or you could even bring in the Mutant Cattle so it won't screw up your pulls. She could also start the game with a Scoop Hound if you're worried about Kung Fu or Fourth Ring movement in your shootouts.
Miranda doesn't have impressive stats to start, but as soon as she has two bounty and a control point, she is 2 stud and 2 influence. She will likely be another easy starter for Desolation Row like Marion because you earn the bounty before gaining the ghost rock equal to her bullets.
As long as you are using a job from a dude or an action card, Elliot can be used to unboot the leader and gain 1 ghost rock. In case you feel like Kidnappin' twice in the same turn or gaining plenty of bounty for Silas Aims before he runs Desolation Row, Elliot is there to keep more of your dudes unbooted after a job.
Shelby is one of those dudes that can take advantage of winning lowball for a shootout deck. More than two bullets is pretty common these days in shootouts, and Shelby can gain a bullet, become a stud, and can't be affected by other players' shootout abilities. Need a dude that can be 3 stud and likely won't lose a single bullet this shootout? Shelby is your man. He's an effective counter to an opponent bringing Steven Wiles into the fight, and Shelby has no upkeep! His 2 value means he will be weak against shotgun heavy builds unless you win lowball, so be sure to protect him on turns you won't be able to trigger his ability first.
The Joker's Smile
The Joker's Smile is a deed all about Joker management. You gain a Ghost Rock each time a Joker is aced during Lowball. You can discard a Joker from hand to gain a Ghost Rock and draw a card. You can also move a Joker from your Boot Hill back into your discard pile. If you expect to have plenty of shootout hands, the Joker's Smile will help you keep using those Jokers. You'll also gain a Ghost Rock when your opponent aces a Joker during lowball. The deed won't produce each turn, but it will still provide some benefit worth considering.
Old Marge's Manor
Marge's Manor is adding to the new style of gadget support we are starting to see from cards like Lula's exploit. Marge's Manor can produce 1 Ghost Rock for itself each turn if you don't have a source to pull from, but if you do have Lula's exploit on the table, you can be moving 2 Ghost Rock each turn to the Manor. Instead of being limited to just gadgets, you can also pay for action cards with the Manor during a shootout. Don't forget good old James Ghetty when you're building a deck with this card. He can help fuel the Manor quickly.
As long as you have the money and no clubs, you can draw whatever cards you want with Xemo's Turban. It sits in the window where you'll need 3 Mad Science skill to invent it without trouble, but that is getting easier with Marty and Elander (Exp). If your deck doesn't have many money issues, you could build a gadget deck with the Turban and still run clubs, you'll just have to stop using that Turban when one comes up. You're also going to get a +1 influence boost with the turban as well.
This card takes several actions to maneuver into play, but it has a myriad of uses. Control decks can use it to keep you off their deeds, or even phantasm you into the deed so you will go home booted. A Landslide deck could use it to protect certain valuable deeds. Dudes could carry a Blight Serum waiting for the right opportunity to drop it when you know your opponent is coming for your deeds. If there is a deed such as Hunters Protections, the Serum can help keep your opponent from earning those Control Points that they were depending on. Finally, the Blight Serum is at the valuable J slot for Dead Man's Hand builds and now you have cards in clubs and goods that ace themselves at J, leaving you with just the J cards you need.
Need a cheap horse to add to your new Morgan Stables deck? Look no further than the Guide Horse. As a noon action, the Guide Horse will move your dude to Town Square. You could move to take a location only to move back out with the Guide Horse. Since you're still unbooted, you can take a different location. Doris Powell or Jon Longstride anyone? You could even use it for effects such as the original Sloane Gang home to make sure you're in Town Square at the end of the turn.
Mad Science should really enjoy Marty. He gives a +1 skill to the scientist he's attached to and he will unboot the scientist after he invents a gadget. If you start him with Lucky (above) you'll be able to invent a gadget first action without being booted. He's not unique, so you could run four if you needed to for an incredibly high bonus to MS. It competes with the Neutralizer and Vitality Tonic for the Queen slot.
We've mainly seen the Miracles avoid casualties. This time, Righteous Fury just adds to them. You'll have to make the compromise to have a low value spell in your deck, but the payoff will be an option to add two casualties if you win a round of the shootout, OR if you're not expecting to win, you can still inflict two extra casualties and ace the spell instead. You'll also need a 12 on the pull for that. Good luck!
The spirit cheatin' resolution gives you the opportunity to attach as many spells and goods from your hand as you wish at cost -1. Then, you get to draw back up to your hand size. This will probably be more useful in lowball as you can get several spirits into play for free and still have a full hand when you start your turn. With the right mix of goods, it could become very useful in shootouts as well.
Finally an answer to Hex Slingin' for shootout decks. It isn't as easy to use as Hex Slingin' but it should prove to be just as valuable. You could play this with Missed! and Point Blank to take advantage of all the ways an unbooted dude can hurt your opponent. A Blessed deck with Dumbstruck can guarantee their shooter will still be standing during resolution. You might see Mark of Pestilence showing up to combat Outgunned.
If there weren't already enough ways to reduce casualties with the Blessed, Abram is at it again. During resolution, you can discard a miracle in your posse to reduce your casualties by 3 (by 5 if your opponent has an illegal hand). If they cheat, you'll have the option to save five casualties and still play a cheatin resolution as well.
Infection is an expensive cheatin resolution, but it's a condition that will probably earn its keep by costing your opponent more. Placed on the right dude, your opponent will have to decide if keeping a dude at -1 influence is worth the +1 upkeep. They will get to choose the target unless you're in a shootout, so some dudes will be easily lost during upkeep. Keep a Backroom Deals around if you can expect to put this on a dude of your choice. You might be able to force their upkeep high enough that they will give you a chance to steal them away.