Pure medic deck intended for Doc. Works a lot better if a team mate is running Copper generation deck. Cards are generally picked in the order shown unless otherwise stated. Most of the time you want to be carrying Defib and Med kit. SMGs are the preferred weapon but better to pick weapon class that doesn't overlap with team. You won't have good damage so you are better of keeping the commons off your team mates to let them deal with mutations. If you end up being on Sniper Rifles though getting a Phoenix or Barrett and looking for stumble clip attachments can help you delay mutation with stumbles while team kills them.
[SUPPORT SCAVENGER] - Make sure you don't miss any Support items and find more. You can generally survive off of scavenged Support items and Doc's free heals early on without needing extra Support slots. Ideally you should be doing all the healing for your team, and as a team you can carry at least 4 Support items right from the start.
[MEDICAL PROFESSIONAL] - The only solid trauma healing card AND it let's you restore lives.
[EXPERIENCED EMT] - A 20% health boost (multiplies boost from +X health effects) is one off the strongest buffs you can give. Works even with pain pills. This card also gives 20% fully healed HP when given but removes the 20% from trauma then regular damage making it by far the best safe-room trauma healing cards.
[CHARITABLE SOUL] - A +50% efficiency boost to your heals. Multiplicative with Healing Efficiency (like Doc's innate 20%). Rarely need to heal yourself and more useful than over-healing team members.
[POULTICE] - This is in position 5 to make it skippable (unless starting with 5 starter cards) but is usually second pick if starting from the beginning of an act. Un-upgraded bandages (with Doc's + 20%) heal for 30. This raises that to 50 and lets pain meds heal 20. This is strong early on but falls off later with upgrade Support items and more Healing Efficiency.
[NEEDS OF THE MANY] - This is in position 6 to make it skippable. If feel you need the extra lives pick it early otherwise avoid as the -20% health is pretty rough.
[SHOULDER BAG] - Early on you will be living off of scavenged supplies but once you start to get Support item upgrades your med kits can heal some trauma (in addition to Medical Professional) so you want to stock up in safe rooms . Pick this earlier if getting Support item upgrades but no Support slot upgrades.
[EMT BAG] - The middle ground card for extra Healing Efficiency. As team health rises over an act you need a bit more healing. Stacks with Doc's innate to give you +60% Healing Efficiency which is generally all you need to heal most damage with a med kit. Field Surgeon's Use Speed penalty isn't worth the extra 20% compared to this card.
[ROUSING SPEECH] - Potentially skippable since you have to give up your grenades but the reduced trauma on incaps allows you to bring up team mates into good health. Plus the ability to rapid revive in combat can be the difference between a fail and a success.
[COMBAT MEDIC] - Use Speed stacks with revive speed and this lets you revive even quicker and into a very healthy state. Also makes healing quicker if you have to do it mid fight.
[SPEED DEMON] - Optional pick. After this point stacking more healing is diminishing returns so can diversify a bit. More movement and reload helps you avoid damage and clear commons faster. Skip if not using SMGs.
[RUN LIKE HELL] - Optional pick. More movement speed keeps you alive and lets you get to team mates quicker. Can definitely be an earlier pick if your team is moving fast.
[RELOAD DRILLS] - Optional pick. We're not investing in damage and focusing on killing commons so minimizing reload speed is a good choice.
[FANNY PACK] - Very optional pick. Carry more med kits.
[GROUP THERAPY] - Very optional pick. Not a critical healing card but allows you to clear the teams chip damage when healing.