As has already been noted, Golem can get you some pretty amazing combos. My brother got this:
--- Nasa's turn 28 ---
Nasa plays a Laboratory.
... drawing 2 cards and getting +1 action.
Nasa plays a Golem.
... revealing 2 Provinces, 2 Golds, a Tactician, a Laboratory, a Duchy, and 2 Silvers.
... discarding the 2 Provinces, the Duchy, the 2 Golds, and the 2 Silvers.
... playing the Tactician first.
... ... discarding the hand (5 cards).
... playing the Laboratory second.
... ... drawing 2 cards and getting +1 action.
Nasa plays a Tactician.
... discarding the hand (1 card).
(Nasa reshuffles.)
(Nasa draws: a Chapel, a Province, a Duchy, a Laboratory, and a Silver.)
Next turn, +10 cards, +2 buys off the two Tacticians. But this is a fluke—he was extremely lucky to get it. Tactician with Golem is often a bad idea, because you might end up discarding a great hand (such as a hand where you'd already drawn 5 cards off the Tactician you played last turn!).
The major lesson with Golem is that you have to be careful about what actions you buy when you're planning to buy Golem, as it can cause you huge problems if you get the wrong actions. Trashing cards (not Chapel, since you can choose to trash none) are generally risky with Golem, especially towards the end of the game when you're more likely to have green cards. I've been in situations where I had to Upgrade a gold into nothing because my only other option was to Upgrade a Province into nothing ... And it's even worse with Remake, 'cause then you risk losing two good cards. Remodel is less risky, since you may be able to Remodel gold into a Province, or if worst comes to worst a Province into a Province. (The last would only be bad depending on the circumstances, and if your only options for remodeling are Provinces, well, you've probably got the game anyway.)
And don't get sucked into attempting the awesome combinations, like a double Tactician turn, because you're probably going to have to play a LOT of games before you get it.