The Mind Cube- https://cubecobra.com/cube/list/mind_cube
The Soul Cube- https://cubecobra.com/cube/list/soul_cube
This is the third cube in a trilogy of peasant cubes- Mind, Body, and Soul- representing the utilization of different aspects of Magic. In Body, the core concept was to try to get a lot of different ways to develop value through either entering the board or through board presence, so first thing's first- there's Snow matters and Phyrexian creatures.
My recommendation when it comes to snow is to seed 1 random snow basic land per pack (so 1 snow basic, 14 regular cube cards), but if you want to just run it with the lands as is you do still get reasonable access to snow mana, snow just gets a bit weaker. If you want to really bling your cube out, and don't mind the fact that it makes Skred R Destroy Target Creature, you could try just making all basics snow lands, but I personally like the feel of being forced to commit draft picks to taking snow fixing. Do whatever feels best for your playgroup. If you opt to seed packs you'll want 5 of each snowcovered basic for a full 8-player cube draft.
Phyrexian creature type has been added to a bunch of older creatures that have made their way into this cube, and given that there are multiple ways to buff your Phyrexians, if you are going to draft these irl also make a decision- either make some sort of effort to indicate which cards have Phyrexian added to them, encourage people to have cube cobra open to filter to Phyrexians, or just play with the cards as is. I don't believe you need Wing Splicer to be a Phyrexian in order for the card to be good in this cube, but it does make the card better and Wizards says Wing Splicer is Phyrexian now so do whatever makes your playgroup happy.
That said, let's get to the bones of this cube- let's talk about each color.
Gold/Land/Artifacts-
While I normally save this for last, I think it's important to put it front and center for the Body cube. This cube is specifically designed to allow a player to play brown if they so desire. In reality, an artifact-based deck will be less 23 colorless 17 lands and more like 12-15 artifacts and colored support, but you absolutely should be able to live out your artifact power fantasies in this cube. I have no idea if Ingenuity Engine is remotely playable in this format, and there's some pretty inefficient tools dropped into brown to ensure that a colorless player can have access to whatever tools they so desire (coughs in Urn of Godfire and Scalding Cauldron), but I do recommend any player serious about artifacts run some colored mana pip spells to fill in the blanks in their deck.
Gold cards still operate largely as signposts; note that there are some guilds that don't explicitly get access to their Planeswalkers, but I figured that they are hybrid mana symbols and not insanely OP anyways, so a non-perfect distribution of them wouldn't hurt the core gameplay.
Important note on Lands- Allied color pairs get access to another snow land and Enemy color pairs get access to an artifact land. If you are playing with seeded packs then this is less of a big deal, but if you are just playing the cube as it stands this means that enemy color snow decks might have to run some colorless snow mana to get by. I figure that's not the end of the world. There's also a lot of lands with land types because we have domain to play around with.
White-
White has a lot of pieces for blink with a small artifact matters subtheme. Because of the lategame combo potential in regards to blink value, White is slightly less aggressive than normal, but you can obviously still just beat the hell out of an opponent using 3 powered fliers.
Blue-
Blue is ninjutsu, artifacts and snow. I worry that this might be too many directions to pull the color in, but given that WotC has been great at printing pivot cards left and right for the past few years, some slots tick a lot of different boxes for us.
Black-
Black has a bunch of the rest of the ninjutsu, and subsequently a reasonable amount of lifelink to help it kinda just ignore the opponent's fliers and race. Black is also suspiciously susceptible to having less access to snow thanks to the activated abilities it gets, and probably the best argument against an all-snow-lands version of the cube, but if you really want to kill people with Hailstorm Valkyrie on turn 6 be my guest.
Red-
Red has a fun little goblins matter thing going on. Don't forget that Nameless Inversion is a goblin. Grumgully? Goblin. Changeling Titan? Goblin. Goblin Matron gets so much value here it's sick. I guess if you want to tutor for a 2 drop you can, but uh... you're probably not getting the value you'd like out of your cards. Also Grishnakh + Changeling + Flicker = clown town, so that's another fun goblin you can work with.
Green-
Green still has some ramp left over after Mind and Soul, but green isn't here to play around- Green is bringing the beats. Alas, Great Oak Guardian is in Mind, but hey, ephemerate on a Maul Splicer is basically the same thing. Green also has lots of snow and Phyrexian stuff, so if you ultimately play with the cards as printed and not as updated and don't seed packs with snow basics I think green is the weakest, but it also has tons of proliferate effects and efficiently costed creatures so I could be underestimating it.