Nightmare Doc deck for Doc.
-Usually start with the belgian that our Mom player drops, so initial cards are for boosting that and generating ammo/molotovs for the group, another member takes surplus pouches so you have pockets for 2 to start out.
--Could also pop a pistol burn card/go with the beretta until you find something beretter.
-We found that we didn't need full healing cards for the first couple levels, but the options are there depending if the corruption cards look brutal.
-If you find a decent Glock Auto/Tec9 taking hyper focused earlier helps to reach the breakpoint for single headshots on common ridden, can hold a door/angle much more easily that way.
-No weapon specific damage cards so I can leverage whatever higher quality weapons the rest of the group doesn't need; I'll be aiming to use the secondary as much as possible so shouldn't use much ammo.
--Long term I usually gravitate towards tac14 or barrett for reliable stumbling (plus they aren't too ammo hungry to clash with other team members' needs).
-Speed cards on the tail end to stay mobile for the last few levels as we tend to run a few sections of those.