I played a three-player Cornucopia/Hinterlands with the following set:
Hamlet
Duchess
Menagerie
Farming Village
Remake
Spice Merchant
Stables
Cache
Border Village
Fairgrounds
This is a great set for Fairgrounds; a deck with all ten kingdom cards is viable. But if you manage to get a province (better than a Fairgrounds if you have 8 with only one buy, since it increases the chance Menagerie will work), you can afford to miss one of the 16 non-curse cards; which one (if any) would you go without?
Every single card here looks like a good part of a Fairgrounds strategy; for example, Cache provides fuel for Spice Merchant and Stables once your coppers run short, and since it is different from gold, it helps Menagerie create big turns (and Hamlet can help Menagerie eliminate duplicates and provide +Buy for those big turns).
I wound up with all ten kingdom cards, and my 16th different buy was an estate; this could have allowed me to use Remake to get rid of a unique card in order to upgrade something to a duchy. (I wound up never doing this, as every time I had a chance for a late Remake, I would either have to lose two uniques or replace a silver that I was going to spend.)
My main rival Remade both his Caches into Fairgrounds and didn't realize at the end that he had only 14 cards (I don't remember what else he was missing). On his game-ending turn, he could have bought a curse (for +7 net) with a spare buy, and if he had done that, I would still have beaten him by the 1 VP that the curse was worth.