This is a cube inspired by a combination of @andymangold 's 100 Ornithopters cube, as well as Rhystic Studies' video, The Zugzwang Machine | A History of Lantern Control.
As the name implies, this cube is inspired by Lantern Control, a modern deck where one uses the card Lantern of Insight to view the top card of each player's library, and uses millstones such as Codex Shredder to control what your opponent draws, minimizing their chances of victory until a win is no longer possible. By controlling what your opponent controls, you are less in need of reactive gameplay; thus, you don't need as many cards in your hand to deal with threats, thus preventing your opponent from attacking you with Ensnaring Bridge. Even though there are other staples in these decks, these are the components that make the deck unique.
Theoretically, there are enough enough duplicates of each essential card in a Lantern Control deck: 4 copies of Lantern of Insight for each player, 4 copies of Codex Shredder, 2 copies of other mill rocks, and 3 copies of Ensnaring Bridge.
Archetypes are scattered throughout different colors, with the manabase only able to support 2 color decks that want to splash at the moment.
This is currently a 6-player cube with an (intended) 270 card list. I used to have a bigger list for this cube, but as I added more cards, the more unfocused it seemed to be, so for now, it will stay at around 270 until I get a better understanding of the cube.
Concerns - This cube is mostly untested. The balance of each color is still in the works. There might be a bias towards drafting one color, as well as individual cards that might be too powerful. Also, with 20 cards less than a constructed deck, as well as both players playing a Lantern Control deck, decking out is more of a concern. Although some win conditions have been put in the cube, the fact that the point of a Lantern Control deck is to minimize your opponent's chances of winning might lead to unfun gameplay.