I'm working on fixing some things in Velicta block that aren't turning out quite as I wanted. That is still going on.
So I thought, what if instead of just a block, I made a whole Standard?
The second block in this Standard would be the Circina Block.
Circina is a world where performance and art are
everything. The people of the world have long given up warfare as uncivilized. Everything is about finding the sublime, and many people have founded artistic groups based on that ideal.
On the top of the hierarchy there are Circina's five troupes, each of them focused on two card types. Ideally, Circina is about playing two card types together. It is to card types what Ravnica was to color pairs: it gives them an unique identity and playstyle.
Each of the troupes expands in wedge colors. This, however, is not another Wedges of Alara variant. It is just because three colors seemed the right amount, and the card type pairs seemed to work better in enemy color triads than allied ones. Each troupe would get a three-colored mythic leader, but this would not really be a gold set. Think of the way Lorwyn tribes were two-three color but the set itself was not gold focused.
Each troupe has access to creatures and lands. Those card types are so basic that I felt they should just be taken for granted. To diversify decks, each troupe gets two other types to play with. The idea is that a Curzin deck, for example, plays only lands, creatures, sorceries and enchantments. It wouldn't play instants, artifacts and at most only one or two planeswalkers. This may turn out to be too dilluted, though.
Without further ado, here is a brief introduction to the troupes, as they currently stand:
The Maravilla Company 


Focused on instants and sorceries, the Maravilla Company are known for the most spectacular effects in Circina. You want spectacle, you go to them: their fireworks are the creative equivalent to the Big Bang.
Given that their two card types of choice are the two spell types, the Maravilla have lots of way of interacting with spells. They don't have just "whenever you cast" triggers, they directly interact with spells you control. Like this:
Burst of Life (U)


Instant
Put X 1/1 green Saproling creature tokens onto the battlefield, where X is the converted mana cost of target spell.
Maravilla Pyromancer (U)


Creature – Viashino Wizard
1/1

: Maravilla Pyromancer deals X damage to target creature or player, where X is the number of spells you control.
Of course, that means that they also have a lot of cantrips to set up their big stack of spells.
The Thenic Gallery 


Focused on sorceries and artifacts, the Thenics are sculptors that attempt to encase the full fulgor of life into a cold shell of stone. They care not only about the artifacts they have, but they also like immortalizing their dead into monuments to whatever virtues they wish to exalt:
Immortalize (U)


Sorcery
Return target creature card from your graveyard to the battlefield. It becomes an artifact. (It is no longer a creature.)
In fact, they revere statues and paintings much more than the living they are supposed to represent. Both the sorceries and the artifacts they control are about sacrificing the living for the greater good of Art, and play off a lot of the things in their graveyard.
Pantheon of the Ancestors (R)



Artifact
Pantheon of the Ancestors enters the battlefield tapped.
At the beginning of your upkeep, sacrifice Pantheon of the Ancestors unless you exile a creature card from your graveyard.

: Destroy all creatures.
The Curzin Storytellers 


Focused on sorceries and enchantments, the Storytellers are writers and masters of drama that specialize on captivating the imagination of all. The stories they weave are said to be their own pocket planes the Curzin carry within their bags.
Tale of the Raging Giant (U)


Enchantment
Creatures you control get +1/+0.
Define
(
: This gains the card type of your choice until end of turn. If it becomes a creature this way, it is 2/2. Define only as a sorcery.)Playwise, the Curzin Storytellers aim to have enough enchantments that distract the attention of their audience or inspire awe regarding the storytellers. Tale of the Raging Giant makes your own creatures feel more threatening. Curzin sorceries work to set up their static-ability enchantments or use said enchantments to do things:
First Page (C)

Sorcery
Look at the top four cards of your library. You may reveal an enchantment or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Final Act (R)




Sorcery
Final Act deals 2 damage to target opponent for each enchantment you control. That player sacrifices permanents equal to the damage dealt this way.
The two troupes below aren't very well defined yet, but here is a quick summary of where I want them to go and a basic idea of what their mechanical identity can be.
The Munid Chain 


Focused on instants and artifacts, the basic idea is that they are focused on culinary. I'm not sure of how to represent that with the card types chosen, but the idea is that the artifacts are the dishes and the instants are ingredients.
The Onlend Gardens 


Focused on instants and enchantments, this is focused on instants and enchantments that trigger whenever instants are played. The idea is that they are the growth of the wonders cultivated by the Onlend and the adaptation of their gardens to it. But this isn't set on stone yet.
Discuss.