This is my battle box list. The rules of this variant format can be found on mtgbattlebox.com. I built my battle box to explore the peculiarities of the format, meaning there's an unusually heavy focus on color intensive spells. This makes sequencing your lands correctly a fiendish puzzle! It's a delight to play for me, but I also love watching other players having a go just so I can watch them trying to figure out how the heck they are going to cast everything in their hand in a timely fashion ;)
As said, this cube is very demanding on the mana base. Cards that require two or even three mana of one color, the domain and adamant mechanics, kicker costs that let you spend additional colored mana, cards that get better when you control a certain basic land, every trick in the book is used to make you agonise over the order you want to play your lands in. The battle box contains a large number of low cmc spells though, including one drops that can have an impact in the mid to late game, to make sure you have something to do at every turn. If only you play your lands in the right order!
One final note; I decided no card should affect the lands in play. Any battle box should have a plan for how to handle land destruction ("permanent" or not), since you only have ten, and getting cut off of colors can be devastating, but with the direction I took with my own battle box, lands are even more important. For the average battle box I would suggest the rule to optionally have lands return to the command zone if they would change zones, ready to be played again. For my own cube, I picked cards that can't touch lands or, in one case, sharpied "nonland" on a card to prevent it from doing some (Grixis Charm).