Here is my take at a "Venom" deck. "Venom" as an archetype can be rated as one of the worst group of cards in the game of Yugioh, since they feature a mechanic of distributing counters that do almost nothing regardless of board state while also being incredibly restrictive and slow to get out. On top of that, the boss monsters have absolutely nothing to do with the aforementioned mechanic and instead go for an alternate win option that is inconsistent and slow. However, they are an archetype that I would still deem playable, so I tried making the most of it.
The "Venom" monster part is really limited if you do not want to work with "Venom" counters, so aside from three copies of "Venom Cobra" to summon via "Rescue Rabbit", three copies of "Vennominon the King of Poisonous Snakes" as a recurring monster and potential beatstick and one copy of "Vennominaga the Deity of Poisonous Snakes" as the card with the alternate win condition, there is not that much that I would deem playable in the monster department. They got help from various other Reptile-type monsters though: The "Reptilianne" archetype provides "Reptilianne Vaskii" as a Kaiju-esque beatstick with a removal effect and "Reptilianne Lamia" for her easy Special Summon condition and for setting opposing ATK values to 0. The "Aliens" provide "Alien Stealthbuster" as a monster that still has an effect by simply hitting the graveyard, and one copy of "Alien Overlord" is easy summonable with the help of some A-counter usage. Alongside one "Danger?! Tsuchinoko?" for two helpful effects, there is one copy of "Ipiria" to give us more resources upon revival and three copies of "Yamorimori" for further control and destruction effects.
The Spells consist of three copies of "Snake Rain" to setup the various effects of the Reptile monsters as well as providing stats to both "Venom" boss monsters. Two copies of "Ogdoadic Water Lily" can make use of the graveyard-filling, one "Card of Demise" allows us to fill the backrow and can possibly still be helpful when the cards in hand have to be discarded due to the graveyard effects, one copy of "Monster Reborn" to revive monsters from the graveyard, and one copy of "Super Polymerization" since the deck has plenty of Dark Attribute monsters and since, weirdly enough, "Starving Venom Fusion Dragon" is part of the archetype due to naming shenanigans. The Trap line-up starts with two "Trap Trick" that can fetch almost any other pair of Traps in the deck, two "Torrential Tribute" as board resets, two "Lost Wind" since they are massively useful effect blockers, make it easy to get over opposing monsters and can pretty much always played twice, two copies of "Offering to the Snake Deity" for more removal and two copies of "Solemn Warning", which cannot be searched via "Trap Trick" but help stopping certain plays to opponent might go for.
The Extra Deck includes one copy of "Starving Venom Fusion Dragon" as previously mentioned, which is a solid monster all around, one copy of "Reptilianne Hydra" as a situational option to summon using "Reptilianne Lamia", one "King of the Feral Imps" as a Reptile monster searcher, one "Tornado Dragon" for backrow removal, one "Castel the Skyblaster Musketeer" to get rid of monsters that you cannot handle using the destruction effects in the Main Deck, one "Evilswarm Exciton Knight" to reset the board, two copies of "Reptilianne Echidna" as a very solid searcher, two copies of "Alien Shocktrooper M-Frame", which is basically the Reptile version of "Soul Charge" and is easily capable of filling your board since the graveyard should be rammed full with various monsters to summon, one "Underclock Taker" helps running over bigger monsters, the entire "Knightmare" package for obvious reasons, and one "Borrelsword Dragon" as a generic boss monster to kick the opponent with.
One criticism with this deck might be the lack of the "Venom" archetype, since only a small part of the deck even belongs to the archetype and it looks more like "Reptile Goodstuff". And I cannot deny that that is the case; however, I think this is as far as you can go with "Venom" while still having a playable deck, since using their counter mechanic is certainly too flawed to work. However, if you would like to give a "Venom" deck a shot, feel free to get some inspiration on the rest of the cards from my "Archetype Analysis: Venom" article on my blog, which you can find here: https://cubiccreativity.wordpress.com/2021/05/22/archetype-analysis-venom/