A great idea for a thread! Cards are here (https://dtdb.co/en/set/W2D) for those that haven't seen them yet.
This is an unusual set for me as it is the first time in the Pinebox era that I'm not part of the Playtest credits due to parenting duties and a job change. So I can offer a slightly different perspective than normal, albeit less informed as I wasn't involved in testing these. And glad to be in the credits for a different role and back on board with Playtest for the next set.
New grifters - likely to see a lot more play than the old ones, as they've got influence for 3GR. May leave you down a mobile dude on T1, but abilities and cost profile frequently worth it (skill and influence for 3GR, no upkeep is generally great value).
Sam Bass - Dropping this dude when your opponent has spent their ghost rock will be a huge swing in the board state. You can suddenly bully the table with impunity. As for his Art, I see him in the broader Sloane Gang tradition of having lots of "bullies" (like Buford Hurley) backed up by a few dangerous professionals (Sloane, Pancho Castillo, Alice Stowe etc). Pro cheatin' abilities can be tough to balance, so I'm glad a path has been found to printing a dude for this subtheme.
Jack McCall - The Tombstone Haint is 2GR for 0 Stud (and a decent trait!) and sees plenty of play already. I think Jack McCall will see some play - he might not quite be as strong as the Tombstone Haint (who I think will be a staple) but you can be a bit weaker than the Haint and still be a good card! Extra bounty might be handy to pass around with Makaio or to boost control points with Desolation Row?
Mourning Mist - fits both Fearmongers (they like cheap abominations that they can Ace and recur, particularly with a "control" effect) and shooting decks. The shooting decks will like a cheap dude on 3 (a popular shooting value) with an ability that helps with control or forcing a fight.
The Angler - a cool, balanced way to implement the Fearmonger "grit/value hunting" theme.
John "Aces" Radcliffe, Willae Mae McGowan and "Professor" Duncan - always happy to see tournament results reflected in experienced dudes!
Play for Blood - Might not get you a big win like a Sun in Yer Eyes/Nightmare at Noon etc, but great attrition for frequent tied hand ranks. And cycles itself out if you're not planning to start a fight or if you're in a match-up where you won't need the help in shootouts (such as against Slide/Control, where your typical fighting cards are often dead cards in your hand).
Bad Beat - a more generic cheain' punishment option on 7C than the specialised Comin' up Roses, so may well see play. Will sometimes backfire spectacularly too! Great in lowball if opponent cheats twice however, taking two ghost rock can really screw with an opponent's plans.
Carmichael's Livery & Winner's Circle Auction House - useful text on both and also pleased to see more 3GR for 1CP/+2 income deeds in the game. Helps economy and card games are more fun when you can afford to play more of your cards!
Fallen Star - a redirect effect! 7 of Clubs is a tough value to crack, but this is a powerful defensive tool.
Vamoosin - J didn't have a strong shootout action and this can be used offensively or defensively.
Land Purchase - a strong effect and easy to run if you can dominate Town Square. Tutoring for deeds is powerful and this may encourage people to run some toolbox deeds "off value". Cycles back in to your structure too, so together with Magnum Rounds and your Club on 3 it will be easier to keep 3 as a strong shootout value for a whole game.