Eh, while we're at it, might as well throw in the rest of the ideas I had. Not all of them tie directly to the structure theme, but some are just ideas I thought various factions should have.
Action, 9 Value, 1GR
Noon Job: Mark your Opponent's home and give each participating dude one bounty. If successful,
play a dude from your opponent's discard pile or boothill, paying 4 less ghost rock and
add them to your posse at home. This dude permanently has Harrowed and 0 influence.
(108) Dude, 3 Value, 2 Draw, 1 Influence, 5GR, 0UK
Mad Scientist 1 - Kung Fu 2
React: When your opponent pulls for a spell at this or an adjacent location, pull.
If the pull plus the Doctor's grit is greater than your opponent's pull, discard the spell.
If the pull is black, cancel the effects.
Sunday, Bloody Sunday...
Action 4 value, 0GR
Shootout: Name a suit. Ace all cards of that suit in draw hands after each resolution phase,
unless those hands are illegal. Ace this card after this shootout ends.
Mad Pip Madestro
(Sloane) Dude, King Value, 3 Stud, 2 Influence, 7GR, 1UK
Each time your opponent reveals a hand rank of 7 or higher, Mad Pip gains 1 bounty
and your opponent must ace the top card of their deck.
(Law Dogs) Dude, 9 Value, 2 Draw, 0 Influence, 2GR, 1UK
Shootout: Discard a card from your hand to discard a random card in your opponent's hand.
If your discarded card was a spade, ace the opponent's card instead.
(4th Ring) Dude, Jack Value, 0 Stud, 0 Influence 4GR, 0UK
Jethro has a bullet bonus equal to the number of dudes in yours or your opponent's boot hill
(whichever is higher).
(Morgan) Dude, 10 Value, 1 Draw, 2 Influence 5GR, 2UK
Shootout: Discard a card from your hand to give a dude +1 bullets.
If the discarded card was a diamond, that dude gains +2 bullets instead.
Goods, 4 Value, 2GR
Costs 1 less ghost rock for (Sloane) players.
When discarded as a casualty, your opponent must ace the top card of their deck.