Bomb Pop: a tri-colored popsicle perfectly shaped to be inserted into the rectum of opponent to freeze him solid
We've got your oldschool Stasis lock here, hopefully with a few new twists to keep it semi-competitive.
Stasis locks down everything, so you just protect it and maintain the locking mechanism and employ one of the wincons. To keep Stasis working, you've got to use Forsaken City, Chronatog, or Ral Zarek. Both Chronatog and Ral double as wincons, which is some picture perfect synergy. Chronatog decks out opponent through regular draws (you draw nothing as you have no turn), and Ral builds to a burn/extra turns to burn (this will take a while, but you don't care as he also keeps Stasis happy while you do it). The third wincon is Thassa's Oracle if you're going to be decked, and the fourth is the simple misery experienced by opponent who has to slog through not being able to do anything and knows he'll be decked eventually, so let's just go to game 2.
The news twists I've added all have to do with a little deck manipulation to speed things up, protect the combo, and recycle material better to achieve both ends. Crop rotation fetches Forsaken City, both to get the combo going and in response to opponent destroying it with Wasteland, etc. So, you've really got 7 Forsaken Cities in the build, which should hopefully far outstrip opponent's ability to deal with it as well as make the deck faster and more consistent. You can also use Rotation to fetch Tabernacle to deal with troublesome critters, as opponent shouldn't be able to keep them alive, and you're effectively running no critters at all.
The other major addition is Root Maze (my baby boy), that acts like the traditional Frozen Aether, except it doesn't cost two arms and two legs, and accomplishes essentially the same thing. Plus, you can use it to slow down the game in general, giving you time to assemble your combo and lock it up. A turn 1 Maze on the play probably ups this deck's chances by 150%, as you don't care about speed or development whatsoever and are more than happy to take twice as long to get anything done, while basically every build in Legacy seems to want to drop a reanimated creature or the One Ring on turn 2, which Maze makes impossible. On top of all this, you can play it on the cheap with Stasis actually fielded, which should shut everything down to what's already on the board or can be fielded for extremely limited cost, so all you've got to do then is hold onto your counters and ride it out.
Stifle and Noxious Retrieval were also minor additions to deal with Boseiju/Wasteland/other non-spell destruction effects that could knock out a piece of the combo. Since Retrieval is free, it doesn't care about Stasis, and TECHNICALLY means you're running a 61 card deck, so hopefully in a heads up mill you've got just enough of an edge to cheat your way to the win. Don't get your hopes up though, cause you're cantripping like a beast to get to your combo pieces.
Feedback appreciated.