I just feel great about this particular deck combo, as it has no problem "going green" and has low chance of ever faltering, particularly with a few of the support cards present in this set:
http://dominion.isotropic.org/gamelog/201108/10/game-20110810-081535-37201fe4.htmlApothecary/Native village team up to put all of your non-copper/potion cards on the native mat.
2-3 Apothecary draws you up to a strong buying power early on and midgame allows you to get through to your (few!) actions. Native village takes out all of the green that you buy, usually without you having to ever draw it.
Support cards:
Labs (Any NTD): Get you through whatever non-copper cards your apothecary left on top that you don't want to lose to native village and helps you draw into 2nd-3rd apothecaries if your 5cards whiff
Forge: Honorable mention this game, as it turned my 3estate silver native village mat into platinum (and allowed me to buy a 2nd platinum on the same turn before going back into hiding in the native village)
Failures: Leaving 7 copper in your deck, even with the rest of the deck being only 5-6 cards, means you are prone to drawing 5copper or 4copper NV hands. Still, when this deck got firing, it bought 6 colonies in 9 turns and started quite early. It should be considerably better at provinces, only needing to buy copper instead of platinum.
Questions: Was the 2nd platinum a mistake? In theory, 1 plat + 6 of 7 copper is all it takes to make a colony, and only 1 of the 6 colony buys was made with less than 6$ copper.
Obviously this deck needs to keep as high a density of Apothecary and copper as possible to be consistent.