2 Wooded Foothills
3 Windswept Heath
1 Plateau
1 Bayou
2 Tropical Island
1 Savannah
1 Barbarian Ring
1 Cephalid Coliseum
2 Nomad Stadium
2 Mishra's Factory
1 Strip Mine
4 Wasteland
1 Bazaar of Baghdad
1 Black Lotus
1 Mox Ruby
1 Mox Jet
1 Mox Sapphire
1 Mox Emerald
1 Mox Pearl
1 Sol Ring
4 Crucible of Worlds
4 Null Rod
2 Ancient Grudge
1 Yawgmoth's Will
1 Demonic Tutor
1 Imperial Seal
1 Vampiric Tutor
1 Time Walk
4 Intuition
1 Ancestral Recall
1 Fastbond
1 Life from the Loam
1 Regrowth
3 Sylvan Scrying
1 Ray of Revelation
3 Argivian Find
1 Enlightened Tutor
sideboard:
1 Ensnaring Bridge
1 Trinisphere
4 Sphere of Resistance
3 Pithing Needle
1 Darksteel Colossus
1 Ancient Grudge
1 Tinker
1 Balance
2 Ray of Revelation
This is a Turboland list that is not too different from what I was running back in 2005. The big question has always been whether to gear the deck towards Horn of Greed or instead Intuition.
Back when Leyline of the Void was showing up all over the place Horns and Explorations were needed as a draw engine that dodged graveyard hate, but now that the meta seems to be settling on Tormod's Crypt as the graveyard hate of choice Horn becomes much worse.
The general strategies: Combo, Control,
Combo - There are several infinite combos. All involve Fastbond and Crucible of Worlds. With those, a Waste/Strip, a white source and a Nomad Stadium you can gain infinite life. Add Bazaar or Colliseum and you have infinite mill. Add Barbarian Ring and you can do infinite damage. With two Factories you can create an infinite/infinite Factory to beat with.
Control - The main controlliing strategy is mana denial. Along with Strip and 4 Wastes there are also 10 other Tutors that can find Strip Mine. Basically you will always have the means to find Strip Mine in your opponent hand. Null Rod is also huge. It is so good right now since it shuts off Grindstone, Time Vault, Tormod's Crypt and Moxen. Along with Mana Denial you also have Ray of Revelation and Ancient Grudge. Ray is amazing against a few matchups, but Grudge is just good in general right now. Having it to flash back to target Vault or Painter is huge. Finally Barbarian Ring is convenient for removing Welders and Bobs.
Lock - There is no hard lock in the maindeck, but it is close. If you get a Crucible/Strip lock with a Null Rod out then that is pretty good. Add a second Null Rod and the lock is better but still beatable. Opponents can wiggle out if they have Painter in play by repeatedly dropping Volcanic Island and Blasting either Crucible or Rod. They can use Chain of Vapor on Rod if you only have 1. They can pitch Spirit Guides. Finally, the most dangerous thing they can do is drop Academy and use it to cast Rebuild and then combo out. The point here is that there is no hard lock but Crucible + Strip and Null Rod buys a lot of time. The key is to use that time to win rather than trying to further the lock.
The Mana Base:
The mana base looks horrendous, but it works just fine. Some say that it is vulnerable to Wasteland because I am actually running a 5 color fetch base that has 0 basics. Anyone who believes that is falling into a trap. The worst thing you can ever do against Turboland is waste one of their lands. Turboland's whole game plan is to get rid of its opponent's land. Also you run 28 mana sources in a deck that curves out at 3 and 21 one of them are lands. Consider:
"Did that Awesome bunker buster bomb just destroy that Taliban cave ... or did that worthless Taliban Cave just destroy a multi million dollar bunker buster bomb?"
"Did my Wasteland just destroy his Tropical Island ... or did his Tropical Island just destroy my Wasteland?"
If your opponent is wasting your lands then that is what you want them to do. You already have way more lands than you need and you have a zillion ways to replay lands.
This is close to a 4 color deck since hardcasting Ancient Grudges is not that important. For that reason I almost ran a Strand/Delta fetch base with Tropical Island and Scrublands as the duals with a token Volcanic Island. The trouble is that I really wanted Green on turn 1 more often so I could Scry up Strip Mine.
I eventually reverted to something close to an old mana base I used. Generally you want to grab Tropical Island first that that controls your engine which is Scrying/Loam/Intuition. Late in the game when you are ready to win you can worry about finding black and white.
Intuition Piles:
1: Find, Find, Fastbond: Tutors up Fastbond and plays it for 5 mana.
2: Find, Crucible, Fastbond with Find in hand. Tutors up both combo pieces.
3: Strip, Ring, Stadium with Fastbond/Crucible out. Wins.
4: Rod, Rod, Rod: When you really want a Null Rod.
5: Strip, Loam, Bazaar: Gets a Strip lock and draw engine going at once.
6: Demonic, Imp, Vamp: Get whatever you want.
7: Grudge, Grudge, Rod: Hate on Painter.
8: Barbarian Ring, Loam, Bazaar: Remove a welder.
9: Ray + 2 other cards: Remove an Oath.
10: Factory, Factory, Loam: Mess with Fish.
Why certain cards are good:
Bazaar of Baghdad: Sweet draw engine with Loam that be Intuitioned for or Scryed up.
Off Color Moxen: There are none. This is a 5 color deck thus every Mox is on color. Also they power out Rod, Crucible, Intuition and Scrying.
Ancient Grudge: Hates on Stax, Remove Chalice@1, removes Time Vault or Painter.
Demonic, Imp, Vamp: All find Strip Mine, Fastbond, Crucible and Rod. All 4 cards are really good in this deck.
Yawg: Broken in the late game and is a great distraction. It is very common to have your opponent Duress Yawg out of your hand when they should have taken Fastbond or Crucible or even Sylvan Scrying.
Sylvan Scrying: Mostly finds Strip, but there are a ton of utility lands like Bazaar, Barbarian Ring and Factory that can be found. Also can find a fetchland to fix colors.
Argivian Find: Helps make broken Intuition piles and gets back countered/Duressed Fastbond, Crucible or Rod. This card is sick.
Enlightened Tutor: Tutors up Fastbond, Crucible or Null Rod.
Explanation of Sideboard:
First of all your biggest threat will be Ritual based decks. You have Strip, 4 Wastes and tutors for them to hose Shop and Bazaar decks. Your ability to consistently find Strip by turn 2 is highly annoying for Mana Drain decks. The problem is there is no real solution for Rituals. This is partly addressed in the board with:
1 Trinisphere
4 Sphere of Resistance.
Despite all the tutors for Strip and Wastes the dredge matchup still has issues. To fix this the board has:
1 Ensnaring Bridge
3 Pithing Needle
1 Balance
Ensnaring Bridge is a house against many decks and Needle is flexible in that it hates out so many other win conditions. Balance is probably the most versatile and really destroys Fish.
Intuitioning for 3xAncient Grudge or 3xRay of Revelation is insane in a few matchups since that is basically a 4 for 1 trade for

. For this reason I have:
1 Ancient Grudge
2 Ray of Revelation
Some decks have Leyline or other annoying graveyard or engine hate thus a backup win resilient to hate is nice thus:
1 Tinker
1 Darksteel Colossus
Note that Tinker is so good that I have been close to adding it to the main. It finds Crucible or Rod which is pretty good and the sacrifice an artifact thing barely matters in either case.
Cards that have been dropped from previous builds:
1) Exploration: Why play non broken Exploration when I could play a Tutor for Fastbond. I finally decided to just run ET, Vamp, Demonic and Imperial Seal instead of Explorations.
2) Horn: Worse without explorations and has always been somewhat weak.
3) Glacial Chasm: This card is amazing and I am very close to dropping a Nomad Stadium to run Glacial Chasm. For now I sort of need all the colored sources I can get so Stadium seemed good. Chasm still randomly hoses Dredge which is nice.
4) In the Eye of Chaos in the board. With Grudges, Rays, Intuitions, Finds and top deck tutors there are enough instants that this hurts me too.
5) Mox Diamond: Poor synergy with Null Rod. Rod is amazing right now so I consider it an auto include.
Cards that this deck has no solution for: Blood Moon and Magus of the Moon.
If these are common in your meta than do not play this deck unless you add a solution.
This deck is fairly decent right now because Null Rod and Ancient Grudge hate out the meta so effectively and the graveyard hate of choice is Tormod's Crypt which is in turn turned off by Rod as well. It is by no means tier 1 or tier 2 and does not belong in the main vintage forum, but it could hold its own at a tournament.
I actually consider this to be the strongest Turboland has been in the past 3-4 years other than TurboGush which was more of a Drain deck with a Turboland finish.