The +Actions isn’t what makes this card so interesting—if all you’re looking for is more Actions, any other Village is superior. (The exception is if you have Libraries or Watchtowers and want to take advantage of its handsize-lowering effect.)
Rather, Native Village is nice for its ability to tuck away cards: it can “trash” unwanted cards, hide cards from Pirate Ships/Saboteurs, or just build up for a mega-turn. Conducting deck-inspection is quite helpful in order to guarantee what you’re drawing; similarly, Native Village is a good soft counter to Ghost Ships, Bureaucrats, and Spies, since the Victory cards they leave on your deck can be tucked away. In addition, if you can draw your entire deck, you can use Cellar/Warehouse to selectively discard Victory cards such that only Victory cards are left in your draw deck, prime targets for your Native Village to gobble up.
Nevertheless, Native Village’s “trashing” ability is pretty much the worst way to go about deck-thinning. It’s too slow when you need to single-mindedly focus on trashing, and in a thin-deck monster, Native Village’s drawing ability can more harm than good if you’ll mostly be drawing good cards. It’s useful as late game storage for Provinces/Colonies, but the chance of drawing a critical Platinum is too much of a risk.
Even without trashing, Native Village is only really viable when there’s also a way to make use of its +Actions (usually +Cards); when there isn’t, Native Village’s pseudo-trash-the-top-card ability is probably too chancy and slow to be worth buying.
If you’re pursuing Native Villages, you’ll need quite a few of them in order to recover from drawing good cards onto the Native Village mat. This means that a source of +Buy is critical for Native Village, so that you don’t repeatedly overpay for its ability.
- Deck-inspection (Pearl Diver, Wishing Well, Spy, Navigator), including opponents’ Spies
- Pirate Ship wars (both to play your own Pirate Ships, and to hide your Coppers from opponents)
- Cards that benefit from large handsizes: Bank, Coppersmith, Secret Chamber
- Opponents’ Ghost Ships/Bureaucrats
- Opponents’ Saboteurs
- Good terminals, usually +Cards
- Strong early trashing/Ambassador
- Philosopher’s Stone
- Counting House
- Embargo (on the Native Villages)