This is my Peasant-ish Conspiracy-ish cube. It was designed primarily around 10 2-color themes, and is very low to the ground and noncreature spell centric. I've also done what I can to keep gameplay straightforward, and primarily use cards with reminder text for non-evergreen abilities.
Peasant-ish:
There are currently 29 rare or mythic rare cards in this cube. Each 2 color combination got a signpost rare, every 3 color combination got a rare or mythic, and the rest are conspiracy or draft-matters cards.
Conspiracy-ish:
This cube contains 6 conspiracy cards, and a handful of draft-matters cards, but you do not play in multiplayer pods, the cube is very much designed for 1v1 play. Many veteran cube players know that cards like
Power Play,
Backup Plan, and
Arcane Savant are some of the most powerful cards in cube. Thankfully, because of the lower power level of the rest of the cube, I've found them to be less of an issue than they would be in say, Vintage Powered Cube.
Color Combinations: Decks typically fall into one of these combinations, often with a splash of a 3rd color. That being said, anywhere from 1- to 5-color decks have seen success in the cube.

Flicker
Daring today, aren't I? Don't worry, the themes get more out there, but UW Flicker is such a consistently fun archetype that I couldn't stay away. One of the more controlling decks in the cube, UW gains value and tempo off of repeating their Enters the Battlefield effects to lock up games.

Surveil
Another slower deck, UB puts it's own cards into the graveyard, gaining value and triggering Graveyard-matters and Surveil synergies, while leveraging Black's kill spells and Blue's card draw. UB also plays very nicely with each other color, leveraging the power of UW Flicker, RB reanimator, and GB Sacrifice very well.

Dragon Reanimator
Turn 1: Cast
Faithless Looting, discard
Bladewing, the Risen and
Red Dragon. Turn 2: Cast
Animate Dead, targeting Bladewing. RB is an explosive combination, but it also has a powerful long-game once it becomes able to cast it's dragons instead of cheating them into play. Red's card filtering makes it easier to splash for other color's big threats.

Land Destruction
A good RG deck will spend the first few turns getting a mana advantage over the opponent, before playing haymaker spells that cost 4 to 7 mana. RG can struggle against 1 to 2 color aggressive decks that can survive on only a couple of mana, but can run over greedy 3 or 4 color decks by destroying their nonbasic color fixing.

Enchantress
GW can flood the board with permanents, creating a machine of card advantage, powerful auras, and a surprisingly deep removal suite. While very strong, GW can be susceptible to well-timed, and well-targeted, removal.

Heroic Aggro
By far the fastest deck in the cube. RW uses pump spells and auras to quickly dispatch opponents, sometimes by turn 3. The deck can go tall by buffing creatures like
Kiln Fiend, or wide by using cards like
Young Pyromancer, then buffing them with
Anax and Cymede. A RW player should be prepared to make interesting decisions in combat.

Spellslinger
Draw cards, cast spells, repeat. UR wants to establish 1 or 2 permanents that trigger when you cast an instant or sorcery, then control the board and draw cards while rapidly ending the game. UR is flexible in that it can be a pretty fast aggro deck or a grindy control deck.

Untap Combos
UG is a weird one. It can be an interesting ramp deck by untapping lands that have been enchanted by cards like
Gift of Paradise. You can combo cards like
Presence of Gond with untappers like
Kelpie Guide. Finally, you can combo
Freed from the Real with
Ley Weaver and
Lore Weaver to end the game immediately.

Sacrifice
Depending on the draft and game, GB can be an aggressive deck that benefits from its creatures dyeing, or a more combo based deck that assembles a large board, before sacrificing them for massive value. The deck's largest weakness if running out of cards, as the deck lacks many 2-for-1 cards.

Enchantment Control
While it doesn't have GW's speed, BW uses many of the same tools, and then grinds the game to a halt with oppressive enchantments. With so much powerful removal, BWs biggest weakness is often finding a way to end the game before the opponent can crawl to the finish line.