Peasant cube aiming for a powerful but slow format with lots of interesting decisions in gameplay and a bit more multicolor support than normal. 'Mythic uncommons' from old draft formats are also featured prominently.
There's a focus on 'nuts and bolts' limited gameplay reminiscent of Core Set limited, with broad overlapping packages of syngergies rather than "on-rails" archetypes or parastic mechanics (mostly). Archetypes aren't strictly sorted by color pairs, and most of the 'archetype enablers' are supposed to be good in multiple archetypes or strong in a vacuum.
Archetypes (and rough color guides):
+1/+1 Counters: more payoffs in green and white, but payoffs and enablers found in all colors.
Enchantments: Primarily in white, secondarily in green and black.
-subtheme of shrines: 3 in white, 3 in green, 2 in blue, 2 in black
Spellslinger: Blue and red with a bit of white
ETB/Blink: Primarily in blue and white, also works with green and black.
Aggro: Mostly concentrated in red and white, it should be playable but not overwhelmingly present.
Tokens: Payoffs in white (works with other colors' aristocrats stuff), producers in all colors.
Aristocrats: Mostly in black and green, but also viable in the other colors (especially with token stuff).
Ramp: Concentrated in green with a lot of defenders overlap, also some mana rocks.
Tutelage Mill: an exception to the rule of 'no parasitic archetypes', mostly based in blue around Sphinx's Tutelage and friends combined with lots of card draw.
Defenders: The other exception to the 'no parasitic archetypes' rule, in every color except black. Some of the payoffs are pretty niche, but others are relevant in other archetypes
Reanimation: Not initially intended to be in the cube, but drafters have put together Solar Flare-style controlling reanimator decks (usually in UBx colors) with mixtures of card draw/looting, big threats, and reanimation spells, often with a bit of ramp to "fairly" cast threats as a backup plan. In practice it becomes more of a subtheme to a control, midrange, aristocrats, or ramp deck rather than its own distinct archetype that reanimates a game-ending threat early.
Notable exclusions/cuts for power level/fun:
Notable card/mechanical guidelines: