Ok, so this probably isn't the most practical combo in most circumstances, but
here's a game I played recently where I used it to great effect.
Having gained most of the alchemists, I was able to pull this off nearly every turn from midgame on. Ghost ship on it's own, played every turn, is a devastating attack. What the fortune teller adds is the inability for the opponent to top deck useful things hoping for a better turn next time, making it that much nastier. I suppose one way to somewhat circumvent this would be to use a victory card as a shield for one other card. Since they are both terminals, you need a village type card. This makes the combo practical only in large action chain engines.