Common practice, but still a valid mechanic, although this feels especially black, again...
How about we take a look at the tokens, first. Being creative with creature tokens is difficult without giving them actual complex abilities. Since they usually consist of nothing more than a color, a type, stats, and (not necessarily) a keyword, you rarely get cards that just place one big token onto the battlefield; Without being incorporated into a bigger token-oriented mechanic, there's just not much purpose in it, since you can just create a creature with the same assets. The only example I can think of, is Advent of the Wurm, which (like I said) is just a token-spell instead of a flat creature, so you can benefit from the populate mechanic.
How about combining it with another effect and making the tokens reflect that?
Take this spontaneous designs with random creature tokens as an example:
Sorcery - "Untap all creatures you control, put a 2/2 white knight creature token with vigilance onto the battlefield under your control"
Instant - "Put a 1/1 white soldier creature token onto the battlefield. Target attacking creature an opponent controls is blocked by that creature token, if possible."
Sorcery - "Choose one: You gain 3 life OR Scry 3 OR you put three 1/1 white spirit creature tokens with flying onto the battlefield under your control."
Taking a similar approach, you could (for example) reduce the Ultimate Avatar's stats and instead make it more versatile card like
"Put a 4/4 white avatar creature token onto the battlefield under your control. Target creature gains indestructible."
In this particular example, you have the option to make any creature indestructible, but it already gives you an ordinary, but above average strong token, in case you are left with nothing but weeny tokens that don't benefit from such a strong buff.
Just think about the different approaches you can take and cook up some EPIC!