Now magic items in RPGs are fairly common but not all games use them the same way. In D&D and similar games they are built into the game's assumptions - and the players' as well. If your character has few levels under their belt and you don't have a magic item of some kind ... well that's an unusual game in my experience.
Yes, Deadlands does have magic items. In general though they are not run-of-the-mill things one finds and then replaces as one "levels up". They tend to be fairly powerful for a character and retained regardless. Nor are they 100% beneficial as most of them have a "taint" which inflicts some negative effect on the character while they retain the item. There are roughly 3 tiers of unusual items in Deadlands:
- The Steampunk level stuff that is somewhat mass-produced. These are things that can be found in the Smith & Robards catalog. These are not overtly magical but they are a bit more than conventional physics or engineering would allow which is typically explained by "ghost rock" - powered by, shavings of, steel forged using ... etc. Many of the more complex devices have a malfunction effect to remind players of the risks of pushing the envelope.
- Mad Science Devices can be created by a mad scientist is you have one in your party or know a really benevolent NPC. These can often do more - basically replicating a power - but tend to be limited to a fixed number of charges or a hard time limit. They are unique and cannot generally be sold or traded. They operate similarly to supervillain gadgets in a superhero campaign in that respect.
- Relics are the permanent big time magic items in the Deadlands setting. They generally are not "crafted" but are instead created in the heat of a catastrophic or tragic event. They are not really something one can buy or sell and there is no known list of common relics because they are not common!
- The very practically-minded bounty hunter took Owl-Eye Goggles - steampunk night vision goggles - they're not even a relic but they fit the character perfectly.
- The mad scientist chose an Epitaph Camera, which is an in-universe thing that is used by the Tombstone Epitaph to publish pictures of unusual events and this totally fits with his interest in making moving pictures for education and entertainment purposes. This is also not a relic.
- The huckster/hexslinger finally got a decent Book of Hoyle. She's been searching for one the entire game and finally got what I believe is about the third best type in the game, the 1801 version. This is a major way for this type of magic-tosser to learn new powers and her capabilities will expand quite a bit now.
- The martial artist had a really hard time deciding but ended up taking a lucky jackalope's foot. This basically just gives him 2 extra bennies per session (which can be super useful) a the risk of making critical failures a whole lot worse if (when) one happens. It is a relic but is pretty generally useful. Considering he is the stealth guy, the melee guy, and their liaison to the Chinese community I am sure he will find them useful.
- The gunslinger of course had to pick a gun - in this case the Guns of Jericho ... which are bad ... but also kind of awesome. It's a cursed Gatling rifle that stains the wielders hands black, make the user Greedy and Mean (these are Hindrances in-game), and on a critical failure the guns disappear and reappear somewhere else. Oh, and the evil hombre that created them is still out there looking for him and might show up if word gets out that someone is using his guns somewhere - what GM doesn't see the potential in THAT kind of setup!