As the title notes, this infect deck mainly focuses on using low-costing buffs to protect/strengthen your infect creatures in order to assault for large profits of poison counters. While many infect decks support blue for Counter Spells and Distortion Strike, this deck avoids using more than Green/Black in order to better explore their potential as well as find ways to alleviate the lack of Counter Spells. Currently, as far as I'm aware, this deck has three different methods of obtaining victory. The last one that will be discussed reflects the current deck structure, while the first two variations are represented by cards found in the side deck. Ultimately, by simply swapping a number of cards into the side deck, it is possible to easily change the direction of the deck in between rounds. However, certainly there are some buff cards found in the side deck that may require a greater number than what is currently in the side deck. (For example, if you wanted to swap in Vines of Vastwood, chances are you'd need more than the one that is found in the side deck.)
The first strategy is rather simple: attack the opponent(s) for at least 8 poison counters in a single move. For this method it's best to lessen the lands by 3-4, remove all creatures that cost more than 2 mana, remove the Garruks, and finally add any available buffs and low-cost infect creatures. It may be possible to keep the Hand of the Praetors', but even that may be a risk. The ideal concept of this deck, is by the third turn you will have a creature already placed on the field, along with at least three buffs in your hand. Upon attacking with the creature and getting through the defense tossing out at least 3 buffs will yield 10 poison counters, thus winning the game. Obviously, this is ideal, for if an opponent knows about your ability to win in a single turn, they'll have some counters ready. Whether they block your creature or destroy it, ultimately you just have to play with wit. Know how much your opponent can spend with mana when you attack, since this will allow you to predict common cards such as Fog/Lightning Bolt. If there is a possibility of a counter, don't waste all your buffs on a single creature, but rather place 1 and allow them a chance to counter it. If they destroy it, you only wasted a single buff, and if they attempt to damage it you can counter it with another buff on top of the stack. By playing in such a manner, this type of deck will allow you to either quickly damage the opponent or destroy their creatures. While overpowering/overrunning your opponent may win the game; this type of deck lacks long-game potential and the ability to counter early game spells.
The second strategy involves will also encourage the removal of high cost creatures, but the Garruks/Hand of Praetors and the land should remain. With the addition of additional buffs, all four Livewire Lashs should be added. In this deck, your goal is not to immediately begin wasting buffs to inflict high damage. Instead, you must focus on placing a creature and Livewire Lash as soon as possible, while taking/block any incoming damage or spells. Once the creature is equipped, you can then utilize the buffs you have stored in your hand effectively. With five mana and five buffs, you can toss them all on the creature, which will then allow you to inflict (2 infect damage X 5) to the opponent, thus winning the game. Or, if you lack enough buffs, you can inflict the required amount of damage to untapped creatures and then attack with your buffed infect, thus clearing the field and inflict high damage. If your opponent tries to kill the creature with a spell, not only can you counter it with another buff, but they'll trigger the 2 infect damage bonus in the processs. The unfortunate part of this deck is the reality that it requires your creature and artifact (and you) to survive until turn five, leaving your opponent a lot of room to counter the small details.
The final strategy, and how the deck is currently organized, involves an attempt to mix buffs with high-cost creatures. Livewire Lash is not used, and instead Putrefax/Skithiryx/Garruk are added to provide more potential for medium-length games. With this deck, buffs and low-cost creatures are used accordingly in attempt to damage the opponent early and destroy enemy threats. Unlike the second strategy, buffs do not need to be saved as much, allowing much more freedom in each phase of the game. Obtaining Garruk early in the game will allow an extension of mana or a free defender (the 3/3 Beast). By the next turn, it's possible to use Garruk's final to allow your buffed infect creatures to deal extra damage and trample, thus forcing the opponent to take most of the damage even if they block. While Garruk acts as support, creatures such as Hand of the Praetors will influence the potential of your low-cost infect creatures and Putrefax will typically catch your opponent off-guard with its haste/trample and high damage. This deck is still being tested, but with a few alterations and additions it will hopefully begin the process for an infect deck that is not required to be extremely quick and therefore will allow an infect deck to last in longer games with Control Decks.