Wither/Infect
Super Cheap. Truly a budget deck with great flow and a lot of early/mid/late game power.
Meat of it:
This deck uses the Ring of Xathrid and Contagion Clasp to spread both +1/+1 Counters and -1/-1 Counters. Splash in some lifelink and regeneration to keep you and your guys alive for the long haul. Finishers are excessive combo's from Blowfly and Crumbling Ashes and or Midnight Banshee. Dusk Urchins are for card draw and for spill over from the combo where you 'have' to move a -1/-1 counter.
Notes:
Don't underestimate the Fume Spitter. An early game creature that combo's near perfectly with your other early/mid/late game is hard to come by and this puppy fits the bill. Early, he's a 1/1 attack/blocker who sets you up for later combo's. Late game he's essentially a creature killer from Crumbling ashes and I've had him take out 3+ creatures from a blowfly combo alone. With Necroskitter on the board you can really shift the momentum. Using your opponents creatures as chump blockers while you attack with infect damage.
Don't be afraid to move the ring around as the proliferate mechanic from clasp can be used on your own creatures too.
Sometimes you don't want to play your chain kill combo as you 'have' to kill a creature with a -1/-1 counter and if blowfly is in play you can be forced to put the counters on your own creatures.
Love yourself some multiplayer. With a Necroskitter on the board your enemy's creatures become your shopping spree. Don't forget to play the political game. Only Slivers can take on 3 opponents at the same time:)
Weaknesses:
Hexproof can put a damper on your ability to place counters on creatures. You'll need to block or have him block your infect/wither damage then either use Kulrath to take them out of play or Proliferate with the Clasp. Midnight banshee can also finish off most creatures.
While there is a decent amount of infect damage this is not a pure infect deck. You can find yourself switching between normal damage and infection counters on players. Use either the Ring or Lashwrithe to prioritize whichever damage type is most effective.
Preferred hand:
Turn 1: Fume Spitter
Turn 2: Flensermite or Plague Stinger or crumbling ashes or Ring. I generally try and stay away from turn 2 ring or ashes drop unless I'm sure of a slow opponent or an ashes kill from Fume Spitter. An example would be an early game flyer.
Turn 3: Necroskitter or Blowfly if you see a -1/-1 chain kill. You could turn three drop a Plague Stinger/Flensermite and equip Ring. You could also block then sack the Fume Spitter to steal an early game creature. Dusk Urchin to setup card advantage if it looks like your opponent isn't being too aggressive. I like to try and get at least 2 cards from Dusk Urchin meaning you either have to get a free attack in or block a 1/1 at some point.
Turn 4: Lashwrithe, pay the 4 life to equip to Flensermite potentially making it a 5/5 or 6/6 infect lifelink. Getting your health back from the rushed equip and forcing a block. 6 infect is half your life in the poison counter world. Most likely you'll kill the blocker and gain it as a creature due to Necroskitter.
Turn 5: Kulrath Knight or dump the ring here and equip with enough in reserve to regenerate. A 1/1 flying wither/infect with regenerate is very very good on the defense. Any counter on an enemies creature will weaken it, keeping you ahead of the power curve. Combo for a crumbling ashes kill, allowing for a creature steal or prevent the creature from being able to attack/block from Kulrath.
*InProgress