In a stasis list I had, once upon a time, I ran 8 mana dorks (4 noble/4 birds) and instill energy. You are very likely to have a mana dork out when you draw instill energy, and then you can untap for U forever. This way you can do something like mox, birds, land...then land, instill energy, stasis on turn 2.
I'd cut the howling mines and regrowths, and add a 4th black vice and 4x misstep. You want to capitalize on your ability to kill before they ramp up on mana, so you need 4 vise imho. To push them through vs misstep, and to stop bolt/plow on your mana dork, you'll need your own misstep (the derpstep back-and-forth is so dumb). Then you'll need something like Thalia 2.0, Kismet, etc. to lock them out. Playing something like Prophet of Kruphix is fun too. You could play Frozen Aether and that would allow you to get a hard lock with just running blue/green. Other options put you into white.
Some number of ancient tombs may be useful to boost your mana ahead of the opponent. Another option is null rod, running only lotus/ring/sapphire/emerald. You need a fast play vs storm, it helps vs mana build-up, and you use 8 creatures as moxen.
You basically need to protect your mana dorks and drop stasis followed by other lock pieces. I'd try 4 chain of vapor, because unless you have instill energy, you'll need to bounce your stasis a fair amount.
The biggest problem I see is that the deck is fairly slow, people have ample free counterspells just like you do, and something like workshops can just plop out a revoker or balista to axe your mana dork and then stasis becomes fair (actually probably more one-sided in the opponent's favor). Similarly, you can go land, mana dork, and they'll go land, mox, oath...and then you're up a creek.
It's a fun concept, but in reality, there are just too many good things to do in vintage that don't care about stasis. You can basically lose before you really get started. At least you have 12 free counterspells, but I don't know if that's enough.