A rounded build that focuses on the acquisition and application of fire, infinite secondary ammo, temp health & temp health buffs, building early economy and movement.
I personally prefer to start a run building up team economy (copper, scavenger, extra slots, trauma heal) and mobility. This sets you and your team up for an easier time in later checkpoints if you can survive not having your main build online for a little while.
Next I take the core cards for my specific purpose, in this case throwing a lot of molotovs and having infinite secondary ammo. So I chose to include cards that benefit molotov damage, create temp health and buff defense/speed when using a molotov.
Finally I finish out the deck with anything I feel it might be lacking. I opted for increasing my mobility and improving weapon damage, stumble, and reload.