Okay, so I don't know if anyone has posted a deck like this recently or not, but here it is anyways.
Stasis decks have always been a favourite of mine. Ever since the Time Elemental and Kismet, and the later Tradewind Rider/Boomerang decks, I have loved Stasis decks. As the years progressed, one specific Stasis deck performed fairly well in a tournament setting... Turbo Stasis. The concept was simple, just pay for the Stasis. No cheats, no bouncing, no crying (at least not for the Stasis player), just pay the

each turn for as long as you can (of course, there's always a contingency).
The concept of this Stasis deck is very similar, while making some new card choices based on current day Vintage standards. This has only been run in casual games and online, this deck has yet to be tested in a real world tournament environment. The whole concept of how a Stasis deck wins is generally unfavourable in tournaments (ref. Shahrazad). I feel this is still a pretty competitive deck considering its target environment. So, here is the listing...
Turbo Stasis Redux [Vintage]Mana Sources:4x Tropical Island
4x Forsaken City
4x Island
3x Misty Rainforest
2x Scalding Tarn
1x Black Lotus
1x Mox Emerald
1x Mox Sapphire
1x Mox Opal
4x Noble Hierarch
Bounce/Control:4x Force of Will
4x Chain of Vapor
2x Nature's Claim
4x Regrowth
Draw/Dig:4x Howling Mine
4x Gush
1x Fastbond
1x Ancestral Recall
1x Brainstorm
1x Ponder
1x Merchant Scroll
Lock/Kill:4x Stasis
4x Black Vise
Sideboard:2x Nature's Claim
2x Mindbreak Trap
4x Tormod's Crypt
3x Grafdigger's Cage
Mana Sources:So, in light of Regrowth being unrestricted, I chose to go with a Gush package for drawing. This forces me to focus the mana base towards Islands. I have tried to mix non-Island, non-Land, mana in as well whilst still maintaining the focus on Islands. Forsaken City, in conjunction with Howling Mine, provides a permanent way of paying for the Stasis. A slim jewelry package was chosen due to the Island restriction. The power seems weak here actually, and I had considered stripping them in favour of Null Rod. The Noble Hierarchs simply provide an alternate source of

and a little bit of damage to get you over the hump.
Bounce/Control:Force of Will is an obvious choice, and Regrowth is such a strong utility. The Regrowth is for use with pretty much anything you need again like Chain of Vapor, Gush, Force of Will, Black Vise, etc. The Chain of Vapor and Nature's Claim are in the deck primarily to provide a method of 'resetting' your Stasis by destroying or bouncing it at the end of your opponent's turn. Part of the key here is the 0/1 cmc.
Draw/Dig:Okay, so I know Howling Mine is like, 'You idiot, what are you doing?', but in this shell it actually becomes a Force of Will target. It does four main things all in one. It helps to add to your artifact count for Mox Opal, it permits you to find your critical cards faster, it also helps to keep your opponent's hand full while you have them tapped down and a Black Vise is on them, as well as providing a way for you to pay for the Stasis with Forsaken City. It really is a pretty critical card, however laughable it may be. The Gushbond, Recall, Scroll of BrainPonder, package is pretty standard.
Lock/Kill:This particular Stasis deck revolves around Black Vise damage. There are numerous methods of killing an opponent, but in light of tournament time limits, a damage route was chosen. (...and what's more old school than Howling Mine + Black Vise)
Sideboard:Uhm... well it's meta dependent. I have provided an example sideboard, but really the choices should essentially conform to the following rules:
- 0 or 1 Converted Mana Cost
- Blue, Green, or Artifact
- Answer
So you get there how you like...