A bulky, mobile melee build that should allow you to windmill attacks into hordes with reckless abandon. Though be aware of the deck's main two drawbacks: first, the initial six cards are all important in modifying your playstyle, which means the build will come together slower. Second, this deck provides almost nothing that's going to help a melee-focused build deal with mutations and bosses. In fact, Meth Head disables ADS for any ranged backup you might keep. This is why you should use the deck with either Holly or Evangelo. Not only for the obvious synergies, but also to free up characters like Jim or Karlee, whose abilities will make your teammates much more effective at clearing the problem mutations. Further, consider taking frag grenades over other lethals, as pipe bombs, molotovs, and the like are more useful for crowd control while frags will provide much greater burst damage.