the deck can win on turn 1, most of the time wins before or around turn 5.
combos:
zuran orb , crucible of worlds, fastbond= gain infinite life.
zuran orb, crucible of worlds, fastbond= generate an infinite amount of mana, or as much mana as you need.
zuran orb, crucible of worlds, fastbond, academy ruins= put an infinite number of artifacts from your graveyard on top of your library.
zuran orb, crucible of worlds, fastbond, wasteland= destroy an infinite amount of nonbasic land enemy controls.
zuran orb, crucible of worlds, fastbond, thopter foundry, sword of the meek= generate an infinite amount of 1/1 flying thopter tokens and heal an infinite amount of life.
zuran orb, crucible of worlds, fastbond, demonfire or mistcutter hydra= an infinitely strong damage spell that can't be countered is demonfire, and mistcutter hydra is an infinitely strong creature that can't be countered with haste.
zuran orb, crucible of worlds, fastbond, emrakul aeons torn= pretty much win the game when emrakul hits the battle field and infinite mana means he can get played.
crucible of worlds, academy ruins, fastbond= crucible of worlds can bring back academy ruins, and academy ruins can bring back crucible of worlds.
turn 1 win is fastbond into dropping the entire zuran orb combo, with possible help from ancestral recall, then u have infinite mana and life on turn 1, and could play mistcutter hydra or demonfire for infinite damage on turn 1. unlikely but possible. of course you can play emrakul get another turn after turn 1. which is still kind of like turn 1.