Doomdog. 4/5. Theo’s another cheap neutral huckster, so now you’ve plenty of options if you want to run a hex slingin’ deck out of any faction. He also makes a decent filler dude on the 4-value. If you’re running hexes, then his Resolution ability could win you a shootout if he’s managed to save a joker during low ball.
Jedilanni. 3/5. A neutral huckster that allows you to save jokers to be used when it matters, e.g. shootouts. He also saves them during low ball. Nothing bad either about 0 upkeep with influence.
Chefonk. 4/5. I did not play classic Doomtown, but I am already a huge Whateley fan and this new neutral huckster just gave me another reason. Relatively cheap cost with 1 influence as well as useful conditional abilities, he will sure see play in one or another Huckster deck. If you have a Joker attached to him and run Hex Slingin‘ plus It’s not what you know… he can be a really big threat to your opponent on his own while your other dudes can start trouble elsewhere.
Jhandy27. 4/5. Here’s a huckster I can totally see starting the game. He’s rather low value other than maybe Sloane Hucksters, other decks look to start him. He also supports hex decks running jokers, which is a big deal as a fourth ring deck that can control you while shooting you in the face is dangerous. The fact that he can decide when to use the stored jokers at resolution is excellent as they won’t be wasted. Definitely going to see him in quite a few spell decks that can use no-upkeep influence.
Nu_Fenix. A cheap drifter Huckster, who has a chance of letting me keep a Joker only to replay it later when I need it, whilst also having 1 influence and no upkeep is an interesting idea. Whilst he unlikely to appear outside of 4R or Sloane, I love the idea of keeping a Devil’s Joker in a Sloane Huckster deck, with your opponent knowing you can bring it out when you really need it.