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Theme: Infect deck, focusing on 20% draw potential, 25 % pump potential, with dual mana producers. Game shouldn't last very long, but if it gets to 8th turn + there is (?) enough card draw to bring out the cards which would lead to a win. draw -> mana -> creatures (more than one to prevent removal) -> pump after declared blockers -> win. creatures will win by either diversion, unblockability, or haste trample.
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I'd add in four Inkmoth Nexuses, and I don't think you're necessarily playing the strongest infect creatures available. You might want to consider less evasion cards (i.e. tangle angler, infiltration lens, etc) and just put in a couple of skithiryx's and phyrexian crusaders and a couple removal spells. Additionally, I'd swap out the putrefaxes for vatmothers, and just sideboard them if you happen to be playing another infect deck (the only real time their drawback is a drawback). Ultimately I'd suggest: -2 Rot Farm -2 Terramorphic Expanse, +4 Inkmoth Nexus -3 Putrefax -1 Dusk Urchin, +4 Phyrexian Vatmother -2 Infiltration Lens, +2 Skithiryx the Blight Dragon -2 Tangle Angler, -2 Rot Wolf, +4 Phyrexian Crusader -2 Prey's Vengeance, +2 Vines of Vastwood -4 Livewire Lash, +4 Go for the Throat Then again, that's a pretty massive overhaul - in the end, I just prefer black infect creatuers and removal over equipment and green. To each their own!
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I agree pretty much with everything Finnien wrote. Tangle Angler is far too defensive and, while Dusk Urchin is perfect for what you want, the fact that he doesn't Infect anything besides himself definitely drive him down to a two count. The Signet is TERRIBLE mana fixing. It was terrible when it was in standard, it's still terrible now. -2 Golgari Signet, +2 Explore (or Cultivate/Harrow/Search for Tomorrow, etc.) Searching out your land and thinning it from your deck is far better than just using a sub-par artifact to search for it. :) If you have them, Verdant Catacombs would work, too.