You don't need either of the rule deviations. Here's a revised version of faust's first post:
Kingdom:
Fool's Gold, Coin of the Realm, Black Market, Loan (Bane), Masterpiece, Philosopher's Stone, Quarry, Talisman, Horn of Plenty, Venture, Harem
Colonies included obviously.
Black Market deck contains: Ambassador, Tournament, Young Witch, Mint, Scheme, Hermit, Contraband, Cache, Counterfeit, Ill-Gotten Gains, Relic, Treasure Trove, Stash, Royal Seal, Hoard, Bank
So we have 60 Coppers (you opponent can pass you his via Ambassador), 40 Silvers, 30 Golds, 16 Potions, 12 Platina, 10*10 Kingdom Treasures, 10 Black Market Treasures, Diadem, 2 extra harems, for 271 treasures total.
Draw your deck by repeatedly using the scheme-hermit trick to get madmen without trashing the hermit, eventually you have all 10 which will draw your deck easily.
As for gaining the last card from every pile, there are still 11 spots in the Black Market deck, which I'm sure are enough to do that. Your turn looks like:
-Play 9 Madmen and Necropolis to draw all put one card from every pile and have 11 actions left.
-Play actions to gain the rest of the cards somehow
-Play the last Madman to draw the the rest of the cards
-Play Black Market and your treasures, buy mint.
Some good Black Market cards would be develop, stonemason, fortress, haggler. I'd play a black market at some point, buy the last platinum gaining another card, also playing the treasures which gain cards. Actually, with HoP in the kingdom there should be no problem anyway.