One way to construct a deck like this is to cut down on the number of terminal cards, treasure and actions, to a minimum. You would then try to draw through your whole deck each turn and use the ambassador to keep it trim. In this kingdom you can use markets and highways to build for 3 pile finish, labs to secure the drawing, bazaar for extra actions, a goons for the attack and a trickle of points, and an ambassador. That's it. Extra silver, workshops, ambassadors, goons, moats all risk the drawing of the deck and although they are useful options to have you might be able to get away without them.
By turn 3 you've got enough useful cards to create a nice small deck - ambassador, bazaar, one silver - but you then add a lot of terminals to fatten it up with a workshop and two silvers on turns 4, 5, and 7. If you make some of those buys ambassadors, moats, or nothing (and use the ambassador to return more cards) your deck can contract down then expand quickly later with genuine quality.
A typical ambassador problem is to shrink too much and find that your opponent has bought gold and provinces before your deck is expanding. However this kingdom has such good finishing options with highways, markets, and goons that you can prepare the deck very well and look for a killer finish.