But one incredible combo-off game does not a deck make. The deck draft can either go off in a big turn 5 or turn 6 explosion, or just sit there, waiting for the pieces to come in. I tried many other variants by adding or subtracting mana rocks and creatures, and by lowering the numbers of some of the combo pieces to add other pieces.
Here is the mana curve of the second draft.
And here is a Solitaire turn 1 only possible in Vintage.
Turn 5 Emrakul.
A turn 2 only possible in Vintage.
A turn 5 winning board.
Another turn 1 only possible in Vintage, and with two mana to spare.
In some cases, I am OK with sacrificing Tezzeret on entry to tutor Aetherworks Marvel.
Here is a turn 6 winning board. This draft is a little more stable than the first draft, but it is still slow and can get stuck drawing nothing turn after turn.
A turn 1 only possible in Vintage.
And a turn 2 only possible in Vintage.
A turn 4 Ulamog for the win.
And this draft can win without many of the combo pieces. Here is a turn 4 win in Solitaire.
Here is a turn 5 win in Solitaire.
I tweaked the combo pieces again and maximized Energy. Precursor Golem is out for this final draft.
Here is a solid turn 3 board state.
Counters going off. Now that I am all in with Energy, the counters go off much more consistently.
Turn 6 Ulamog generates even more counters.
And after I am done placing all those counters, I have a 23/22 Foundry Inspector.
That's right, I have a 23/22 Foundry Inspector.