[Dominion] Native Village Card Guide - Mat-Stash Village
Rating of the Seaside card Native Village. Cost 2 Action. +2 Actions / set aside top card on mat OR put all mat cards in hand.
Native Village
Basic Info
- Type: Action
- Cost: 2
- Effect: +2 Actions. Choose one: (1) set aside the top card of your deck (face down) on your Native Village mat, OR (2) put all cards from your mat into your hand.
Rating
A unique cost-2 village. Standard +2 Actions village function plus mat-stash deck manipulation. Mat-stashed cards are not trashed — they return to deck at game end for VP scoring.
Biggest strength: "key-card stashing." Set aside Gold or Smithy on mat, then release the mat to fire all stashed cards on a Province turn.
Caveat: stashed cards are face-down — must remember. Stashed cards aren't playable until released.
B tier. Solid cost-2 village; the mat tactic shines in specific boards.
How to Play
Early game: $2 buy candidate.
Mid-game: stash Golds / Smithy on mat for big finish.
End-game: release mat for Province turn boost.
Mat-Stash Tactics
- Early stash: Top card face-down. If it's an Estate, effectively a Chapel-equivalent (still scores at game end).
- Key-card stash: Gold / Smithy stashed for Province turn release.
- Attack dodge: Stash valuable card before Militia hand-reduction.
Key Combos
Native Village + Smithy: Stash Smithy, release on Province turn for +3 Cards.
Native Village + Gold: Stash Gold for $3 release on $8 turn.
Native Village + Chapel: Thinning synergy.
Native Village + Wharf: Duration + village.
Native Village + Throne Room: TR-NV = +4 Actions / 2 mat ops.
Native Village + King's Court: KC-NV = +6 Actions / 3 mat ops.
Native Village + Treasure Map: Stash both Treasure Maps, release together.
Synergies
- Smithy: Mat-stash draw spike.
- Gold: Mat-stash coin spike.
- Chapel: Thinning.
- Wharf: Duration + village.
- Throne Room: Doubles.
- King's Court: Triples.
- Treasure Map: Pair-up enabler.
- Pirate Ship: Coin support.
- Explorer: Gold gain synergy.
- Adventurer: Deep digging.
Counters & Bad Matchups
- Strong $2/$3 alternatives: Chapel / Fishing Village compete.
- Simple engines: Fishing Village more reliable.
- Attack environments: Some attacks may target mat (rule check).
- Fast races: Mat operations are slow.
- BM strategy: Mat effect wasted.
Advanced Tips
Stash decisions: Top card is blind. Lucky to stash an Estate, unlucky to lose a Gold.
Release timing: Just before $8 Province buy, release mat to enable Gold / Smithy access.
2+ Native Villages: 1st stashes, 2nd releases or stashes more.
"Effective trash": Stashed Estates never re-enter hand mid-game (still score at end).
KC-NV: Prosperity required — full mat control with one card.
3-pile-out: $2 makes Native Village an easy pile target.