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So the penalties in all perks all fall in three categories: a) to keep things more balanced, b) give you dillemas, or c) sacrifice some of your power to pave your way to even more power down the road.
Still. You could easily edit the text files decribing those two trees to be compatible, and pursue them both, but then your character will be way too powerful, way too fast.
If you want to go on that route I can help ;)
Otherwise, while still learning use the cards that work well with your build, and focus on Poison or on Dark, but without neglecting completely one over the other (regardless your focus in corruption or affliction). The more you play, the more tactics you'll uncover.
Your Doom effects as Plaguelord will provide:
Doom produces a Zombie (Dark)
You can eventually upgrade it to Grave Lurker (Bludgeoning)
And finally to Plague Zombie (Poison)
Your allies aside from attacking can also serve different functions, like just die, in some cases and that will make them equally useful. But otherwise they serve great as an extra damage source or sacrifice fodder.
Now keep in mind that Sandbox modes have different leylines in each environment/area that can affect Dark or Poison actions.
Dark or Poison allies and damage actions can easily become unplayable from the leyline effect in harder modes.
In this case you should switch your deck. You can have as many decks as you like and switch them instantly. Use Poison allies/actions instead of Dark and vice versa, or allies that are dealing physical damage. Leylines are the only thing that can truly make your zombies dead on arrival.
Otherwise the perk penalties of commiting to the (optional) trees of Affliction or Corruption of ( a -2 Health & -2/-1 Lifespan once fully commited ) are really negligible in comparison to the benefits you get in the scheme of things. 1 Level of the incompatible ally card or a generic summon perk and they are fully playable again, while any compatible allies to your focus will shine.