Spell • Cost 1
Spirit • Sidekick

Shootout Spirit X, Boot: X is the highest value among opposing dudes in this shootout. This shaman leaves the shootout and moves to another location. If this shaman was the mark of a job, the job automatically fails after the shootout ends.

Neutral • Ambrose H. Hoilman • Ghost Town #27
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From gomorragazette.com

Jhandy27. 2/5. I can see this kidnapping prevention or if someone ruins you in a shoot-out after making your big guy a draw. Barring that, probably not going to get much use. They will just kidnap someone else if you have this.

Nu_Fenix. Much like Auto-Gatling, this screams off value. Having a way to escape shootouts or targeted jobs by going to another location isn’t bad. And if you fail the check, you can always let the sidekick hare get shot instead.

Doomdog. 2/5. A sidekick spirit, eh? Interesting… Crafty Hare lets you escape from lone bounty hunters with ease. It isn’t as reliable against things like Kidnappin’ and Election Day Slaughter as your opponent could send Rico or Jackie along, making it harder for you to escape. How effective it is depends on your shaman, your deck, and your opponent. Tlaloc’s Furies and Fire of Nanahbozho could improve your chances of success. Its low value means it’ll likely only be included as a one-of in spell decks to attach to a key shaman. It’s better used in a dedicated sidekick deck, and as a spirit you could use it to move with Spirit Steed.

Chefonk. 2/5. This one is odd. It’s 2 value is good with the other sidekick cards like Requiem for a Good Boy and Rhonda Sageblossom. On the other hand Bluetick there is already quite a good sidekick at that value. If you want to use the spell consistently you have to pull high for its check, really high at worst. So being a 2 means that it will almost automatically fail its own pull. And dedicated sidekick decks won’t run many Shamans or Spirits to begin with, so this limits its usefulness even further. On top of all this, the ability isn’t even good. Being able to run away when called out is nice, but there are other and more efficient ways to do so especially with Eagle Wardens. It helps against Kidnappin’ though and this saves it from being completely unplayable.

Jedilanni. 3/5. This card when printed didn’t work, but that has been fixed in the rules to work. The value really doesn’t bother me, since if I run this it’s a 1 or 2 of serving as a get out of jail card.