You may want 1 or 2 Havenwood Wurm
There are also low-mana cost suspend spells that you could play in the early turns, before you could have counterspell mana open, such as Durkwood Baloth
I think it'd be a bad idea to remove Dewdrop Spy
. From just looking at the list, it looks like that and the pestermite do the lion's share of the work with regards to actually winning the game.
I also don't really like the Winged Coatl, I suppose it's played as a removal spell 90% of the time? I guess that's okay.
It feels that if you want to actually play draw go, you should likely play more...draw spells and more counterspells. I know it'll cost a few tix, but maybe you should invest in actual Counterspell
At the very least, there are more counters that hit specific things, like Remove Soul
Other cards that might be worth considering: Ophidian Eye Crookclaw Transmuter
I would do something like...
4-8 more counterspells of some sort
2-4 bounce spells to "fix" whatever gets through your counter wall, cantrips would be best ( Repulse
2 Havenwood wurm
[s]3-6 more instant speed draw spells, even Sleight of Hand
- maybe not...
4x Ashcoat Bear
2x Winged Coatl
2x Ambush Viper
Maybe also remove a hunger or a vines? I think those should probably stay though. In my opinion, vines is superior to Unsummon (except for with spellstutter sprite)
Of course, I could be way off base here...
Oh, I just thought of something. Bonesplitter
at 1-2 may be nice, just to give you a way to end the game quickly without needing many creatures.