Sufficient draw is easily a counter to a rabble hold (I reserve pins for those setup where you literally have no cards to play), the big thing is having a high enough concentration of draw to break out. For instance, menage isn't too bad if you have a good variety of VP card types. You play menage and then have 4 card hand. Likewise warehouse, cellar, and several other sifters can make good use the green cards to get draw. Things like lab and activated cities can also push you over the top. A laughably easy counter is Xrds. He loads you up with green, you draw with the xrds and can then play further draw.
Even if you are just playing Smithy/BM Eventually you will have a smithy hand which means you end up with 4 cards; yeah you need to have an average treasure density of 2,but three of your 0 coin cards are already locked down and hitting two golds will often push you to province. Council room or hunting party gets you into reasonable range for colonies.
It isn't that you will never be able to hit a province, it just is going to take a LONG time until you get lucky enough to have big draw coupled with either villages (for an engine) or enough cash (for BM) to hit the last province or two. Once you lock down half the VP, rabble can't stop you from eventually winning if there is draw.
I mentioned this before, but if you have a smithy in your deck, it is not guaranteed that you will eventually draw it in your two-card hand. It could continue to be skipped by your opponent's rabbles. If I was playing a BM-based deck, I could expect to have two of these in a deck of 25 or so cards. This makes my odds less than 20% of hitting one smithy in each hand.
The other nasty thing is that on top of the fact that three of the cards in your current hand are green, the three cards on top of your deck are also green. I think that makes the prospects of your current turn pretty bleak; I'm pretty sure that the best we can hope for (out of all things that have at least a 1% chance of happening) given this circumstance is to make your next hand viable.
That seems pretty promising, though. As long as you don't trigger a reshuffle drawing your next hand, and as long as you weren't foolishly buying estates (I guess if you were just buying silvers) you've got a decent shot at a province next hand; since that deck, minus the green cards you bought that got you into this mess, was able to buy at least three provinces, right?
Unfortunately, we don't get any control over our reshuffles; it's all up to the rabbles. Unless you had a council room or something that can draw 4 cards (not including 2-card combos, though KC+crossroads would be nice), you aren't going to make all that green miss the reshuffle -- not like it would matter, since it would all end up on top of your deck on your opponent's next turn anyways.
I guess sufficient draw is almost as good of a counter as any of this other stuff, though. Crossroads, Farming Village, Golem, and Adventurer will give you two or three live cards to play with this turn, as well as setting up your next turn, while Scout or dead draw will only give you one live card for this turn (so Scout is really only as good as Rabble here, without requiring another kingdom card -- ah, Scout, I thought we had a chance here, but alas...). Estate-trashing, Native Village, Island, Goons, etc. all seem more like preventative measures that are far more effective, NV could even be considered an actual hard counter to Rabble attacks, to the point where the Rabble actually
help your deck!
So I wonder how effective this stuff is -- whether or not it's actually worth going for this stuff (particularly using Rabble to get out of it) versus various types of engines, or whether you should just go for the engine yourself. Maybe I'll be able to use the simulator for this, but I wouldn't bet the farm on it... I'll give it a shot.