Darthferret is correct about "Force of Will fodder." However, I should clarify that the problem with Donate is not finding a two-card combo, but being able to reliably get the two-card combo AND seven mana to play it while avoiding disruption by your opponent.
You can play Illusions on turn four and Donate on turn five, which makes for a pretty quick kill, but that leaves you with only the first three turns to set up for your victory. Without Necropotence or another powerful card-drawing engine, this is problematic. One option is the monoblue trick of packing enough countermagic to play a controllish game while using things like Intuition/Accumulated Knowledge or Fact or Fiction to get that card advantage.
MadButcher's approach can, I believe, work. One problem is speed. It doesn't have the explosive card-advantage and mana boosts that are typical of decks bent on breaking Donate (this isn't necessarily bad, since those decks are broken, after all).
Another problem is that it relies on creatures while it won't win out in a creature-based battle. Obviously attacking for the win is not the deck's first plan: if it can get its Infiltrators and Cutpurses through, it will be doing all right. But I'm wondering if we can't fine-tune the creatures this deck uses.
I'm not crazy about Ravenous Rats. Something like Duress would fill its role a lot better. Abyssal Gatekeeper might be good in this deck, but that's probably a metagame call. If you're not worried about being beaten down by attackers early on, it's not as good. And it hurts your other creatures.
My first recommendation would still be the Dark Rituals though.
More later...