Well I have since quit the game a long time ago and with it I have stopped making cards. However the other day I went on ygopro and started playing an old version so that old school YuGiOh and Venoms were fun to goof around with. So here is what I came up with them to make the decent again. They will by no means be tier 1 or even really tier 2, but a fun deck to play around with while stealing games from meta decks every once in a while. The effects of these cards are VERY basic and simple. Showing that this deck just needs the basic support to function. It has just 7 cards in the set (6 that you actually play). It also is a tribute to the way the game used to be before card effects became paragraphs. Please try them out if you get a chance. This might be my last set, but I would never count out my creative brain over here coming up with a new set and posting some time in the distant future.
Venom Rattler 1400/1500
"When this card is Normal Summoned: You can Special Summon 1 Level 4 "Venom" monster from your hand or Deck."
A simple Special summon from deck within the archetype to create a + and a way to get out the fusion boss early and easily. It does have to search for a different level than itself so it can't grab itself nor is it an easy way to get an Xyz summon. No Venom tuner monsters also means that a Synchro monster is out of the picture too. Still a great card and maybe the best monster in the deck.
Venom Viper 1900/1400
"If this card is Special Summoned: Place 1 Venom Counter on 1 monster your opponent controls. Cannot be destroyed by battle from monster with a Venom Counter."
The primary target for Venom Rattler as is gets to place a free Venom Counter on the opponent before being used for tribute. This card is a powerful card in that it brings modern beater stats to the Venom archetype with the 1900 attack and the other effect to protect itself can also become relevant in and established board or a grind game. Simple and effective once again.
Venom Boomslang 800/1200
"During either player's Battle Phase: You can Special Summon this card from your hand, and if you do, place 1 Venom Counter on 1 monster your opponent controls."
This is the last of the new main engine and its a very powerful card, maybe even better than Venom Rattler. This card once again is very simple, but it opens up possibilities. First by entering your battle phase early you can Special Summon this level 4 Venom monster for free which provides extended plays, fixes bad hands, and provides Rank 4 options. Additionally this card is the very card that allows for this deck to be defensive. When your opponent goes to attack you can drop this card not only as a defense, but if you have the fusion monster it can also act as a destruction card.
Venom Anaconda 3000/400
"If your opponent controls 2 or more Spell/Trap Cards on the field, you can Normal Summon this card without Tributing. At the start of the Damage Step, if this card battles a non-Reptile-Type monster: Banish that monster. Once per turn, during your Standby Phase, reveal 1 Reptile-Type monster or destroy this card."
This is the final new Venom monster. It looks like it would be the boss of the deck, but it really isn't. In fact it being the only non-poisonous Venom monster in the deck it kind of acts as an outsider, but it provides much needed coverage for the deck. It punishes backrow and provides an easy way to create a 3000 beater. This deck had issues with larger bodies. This deck also died to Vanity's and Skill Drain, but this card helps alleviate those problems. Additionally this deck had huge issues with cards that couldn't be destroyed or targeted. This card for the price of not always being able to inflict battle damage (as the banish effect is not optional and is before damage calculation) is able to remove any size monster that cannot be destroyed or targeted. The cost for keeping this power anti anti-meta card is revealing a reptile monster from hand which in this deck is not that much of a cost, while preventing abuse of this card in other decks (a good overall reptile support that they need). The Venom names makes it searchable and able to get all the perks of the name in this deck so I'd say tech one and side the others.
"Special Summon 1 Level 4 or lower Normal Monster from your Deck, if you do, add 1 "Venom" monster from your Deck to your hand. If you activate this card, you cannot Special Summon for the rest of this turn, except Reptile-Type monsters."
This is the best card of the deck that provides a + and consistency in one. Actually the power in this card makes the deck seem flat without it. Once again a very basic card. It does force you to play the age old normal monster Venom Cobra at 2 or 3 in order to get this card to go off. A must 3 that can turn into a good combo helps aid this older deck.
"During your opponent's Standby Phase, you can place 1 Venom Counter on 1 monster your opponent controls. Once per turn, you can remove 1 Venom Counter from anywhere on the field to add 1 "Venom" monster from your Deck to your hand."
This card initially was very powerful in making this first effect a quick effect active any time during the opponent's turn, but that seemed a little overpower and then I moved it to only the Standby Phase. Since I make the cards before I even start working on the list I figured this card would still be good. Once compiling my list it seems that this card lost its power and its spot once space got tight. Still not a bad card and can be played, but it a multiple turn search that doesn't work once the fusion is on the field. You will almost always have the fusion out, but if you don't you can't wait a turn for it anyway or else you'll lose. Try it if you want, but I cut it from my build.
Venomous Galactic Serpent 2200/2500