I like to challenge and push myself at the same time, so I set myself a creative challenge: pull six random creature cards from Magic: the Gathering and make monsters using them as a template.
Benalish Infantry
Banding is fairly clearly a defensive ability and it calls for something where we “defend” together, but I also wanted to pull from the artwork.
Otarian Juggernaut
This card is an excellent example of how you sometimes need to focus on what a card wants to do, instead of what it does.
Ogre Taskmaster
Yes, I got a lot of red cards and, yes, I got a lot of things that feel like brutes.
Tarox Bladewing
I’m not a fan of situations where a character can ignore both immunity and resistance (which is what pretty much every striker that uses typed damage has access to), at least on elites and solos. I draw a strong parallel between dailies on PCs and “screw you” or “I don’t get screwed” powers on elites and solos. Sauce for the goose is sauce for the gander. That said, I’m really liking how Grandeur turned out because it allows the GM to make the encounter as hard as they want.
Arcbound Wanderer
Ugh. Well, it wouldn’t be a creative challenge without a challenge, right?
Gorger Wurm
This one was actually pretty easy.
I hope you enjoyed these. If you want to suggest other Magic cards, leave me a message and I’ll see what I can do.
I feel like some of these missed the mark. For example: On the MTG side, the Gorger Worm allows you to trade a bunch of your runts for more awesome, but only once. When the runts/resources are gone, they are gone. It seems to me then that on the D&D side the Gorger worm should be consuming his friends (minions?) for awesome. Obviously the awesome can’t be a +X to hit bonus, or can it. What if we let the Gorger worm build up counters for the number of minions consumes, then let him spend all or nothing for a +X to hit and +X defenses for a round?
The problem with that was twofold. First, I had already done something like that with Tarox. Second, killing a minion to gain a damage boost feels clunky. Either there’s a (near) infinite supply of minions and the monster is balanced around this (along with being kind of boring mechanically) or the number of targets for the power is sharply limited, in which case it will stop working in rather short order and the monster is reduced to a rather bland brute.
Put another way, a power that runs off a non-renewable resource should feel like a daily.
But that is what the magic card does. It expends a limited resource (allies) and turns it into awesome attack AND defense when the creature is played. Wasn’t your goal to translate the card? I agree my version is not the most interesting monster, but it does keep to the spirit of the card. I also think it would be simple and fun for the GM because it gives options for burst or constant awesome. That’s the kind of on the fly decision making that makes the creature adaptable for different parties.
Otherwise, all you’ve done is played off the definition of the name, and an odd detail in the art? The intended mechanics are lost.