First WWE deck. designed to fight (Flush upwards) with plenty of actions to help hand manipulation and using Soul Cage (off value but essential) & Agent Provocateur to ensure a good supply of Dudes.
Deeds help to manage economy with Hustings to help win what should be a low Control / influence game as the intention is to wipe out the opponents dudes or reduce their influence if they hide at home.
I have messed around with different goods (Claws were in at one point) but opted for the Tin Star in the end to improve the effectiveness of Faster on the draw.
** Update **
Played this 'solo' on DTO quite a bit. Inevitably it has tested the shootout capability given the nature of the automaton shootout archetype.
Things I have changed include:
Jokers smile in and Clantons ranch out to try to keep the jokers out of boot hill. They make straight flushes a lot more likely when they turn up and also help to win lowball which turns out to be important for this deck.
Taken out a couple of dudes (Ramiro and Morning mist) to add a couple more actions (Ricochet). the loss of dudes doesn't seem massive although neither does the addition of two actions so not sure if I will stick with that.
Otherwise it seems pretty dependent on winning early big fights playing in solo mode. I think it might be stronger F2F as the almost endless cards that the automaton gets exhausts even this decks actions eventually... I would not expect that to happen in most F2F games.
Anyway, trying something different next.. Maybe a DMH deck, that seems bonkers to me and I cannot quite see how it can possibly work but clearly it does so will experiment!