Intrigue:
Starting hand: Upgrade, Secret Chamber, Scout, Conspirator, Wishing Well
Play Scout, reveal/draw Great Hall, Harem, Nobles, Duke
Play Upgrade, draw Torturer, trash Secret Chamber
Play Conspirator, draw Mining Village
Play Mining Village, draw Shanty Town (2 Actions)
Play Torturer, draw Courtyard, Pawn, Masquerade (1 Action)
Play Shanty Town (2 Actions)
Play Courtyard, drawing Steward, Swindler, Baron, putting Baron on top (1 Action)
Play Great Hall, drawing Baron
Play Pawn, drawing Bridge
Play Wishing Well, drawing Coppersmith, naming/drawing Ironworks
Play Nobles. (2 Actions)
Play Steward, drawing Saboteur, Trading Post. (1 Action)
Play Masquerade, drawing Tribute, Minion, passing Saboteur to yourself. (0 Actions)
No cards in deck or discard.
Alchemy:
Just make sure Vineyard and Philosopher's Stone are in your starting hand and play Scrying Pool. Alternatively, Apprentice Possession.
All cards:
Scrying Pool to draw every Action Kingdom card. You now have plenty of +Action and draw to get the rest. Once everything is in play or in your hand, use Count to trash everything.
Adventures (so far):
Starting hand: Magpie, Lost City, Storyteller, Guide, Amulet
Play Magpie, drawing Duplicate, reveal/draw Coin of the Realm
Play Lost City, drawing Giant, Haunted Woods (2 Actions)
Play Giant (1 Action)
Play Storyteller, playing Coin of the Realm, drawing Messenger, Transmogrify, Swamp Hag
Play Guide, drawing Hireling