Ogres are large, brutish humanoids native to Draenor. Generally found to be lacking in intelligence, what ogres lack in smarts they make up for with brute strength and physical presence. However, some ogres have been known to possess remarkable intellect, as well as the ability to wield subtle and powerful shamanic, arcane and fel magics. Most ogres have only one head, but some have two, each with a distinct personality. In Hearthstone, ogres are best known as powerful, clumsy brutes.
Lore[edit | edit source]
- Ogres are large, brutish humanoids of notable strength originally native to Draenor, now Outland. They are descendants of the various stone giants known as Breakers and were originally enslaved by the gronn, even worshipping the enormous beings as gods. Eventually, the ogre hero Gog Gronnslayer showed that it was possible to kill the giants, and he became the founder of the Gorian Empire that would come to rule much of Draenor for centuries until the arrival of the draenei. Once an alliance between ogres and orcs was made, the ogres accompanied the Old Horde through the Dark Portal to Azeroth to participate in the First and Second Wars.
- Following the Second War, the ogre clans scattered across Azeroth. During the Third War, the Stonemaul clan re-joined the New Horde after the half-ogre Rexxar killed their former chieftain. After the Cataclysm, the Dreadmaul tribe was partially re-enslaved by Horde forces, while the Dunemaul clan was brought into the Horde by Megs Dreadshredder.
- Ogre society is based on a clan structure in which physical strength is greatly respected, and besting a rival is usually the only way to advance within the clan. Though ogres are generally seen as unintelligent brutes, the ancient Gorian Empire was ruled by a succession of powerful sorcerers, and during the Second War, many more two-headed ogre magi came into existence due to the magical intervention of the orc warlock Gul'dan. These ogre magi often enjoy an elevated position among the clans.
- On the alternate Draenor, the Gorian Empire, ruled by Imperator Mar'gok, allied themselves with the Iron Horde.
In Hearthstone[edit | edit source]
Ogres in Hearthstone are known for generally being large, powerful and expensive minions. Ogres are also known for their lack of intelligence and clumsiness, with ogre cards from Goblins vs Gnomes featuring a 50% chance of accidentally attacking the wrong target.
Official[edit | edit source]
- The large, brutish, often clumsy ogres have a knack for “CRUSH BIG THING INTO SMALL THINGS,” making them a force to be reckoned with on the battlefield. Don’t have a trash compactor handy to mash that malfunctioning mech into spare parts? Get ogre it! Ogres aren’t particularly careful in what they hit and don’t take orders kindly—as long as they hit something, they’re satisfied. This makes them both unpredictable and dangerous in combat.
- In Goblins vs Gnomes, many ogres will have the “50% chance to attack the wrong enemy” card text, reflecting their wild and uncontrollable nature. Like previously mentioned, ogres don’t care about what they hit as long as they hit “something,” so their ability can also potentially bypass Taunt and Stealth if one of their wild swings manages to connect. When you see an Ogre on the battlefield, watch out; something is about to get smashed!
Cards[edit | edit source]
Ogres[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Spell Damage +1 Training Ogres in the art of spellcasting is a questionable decision.
"ME HAVE GOOD STATS FOR THE COST"
50% chance to attack the wrong enemy. Ogres have really terrible short-term chocolate.
Whenever your opponent casts a spell, summon a 2/2 Skeleton with Taunt. After their third attempt, Tharg began to suspect that Krul was summoning the skeletons on purpose.
50% chance to attack the correct enemy. "What if this goes wrong?" "But what if this goes right?"
Whenever your hero attacks, gain 5 Armor. Armored except for non-critical areas, such as the head, torso, fists and thighs.
Divine Shield Can’t break the rules if you can’t read ‘em.
Battlecry: Give your Silver Hand Recruits +1 Attack and Divine Shield. It's a shiny yellow balloon! But it can be popped with a single point of damage.
Windfury, Overload: (1) 50% chance to attack the wrong enemy. He just closes his eyes and goes for it. Raarararrrarar!
At the start of your turn, this has a 50% chance to fall asleep. There is E.V.I.L. here that DOES sleep.
Battlecry: Add a random minion from another class to your hand. Premium muggings at a discount price.
Stealth 50% chance to attack the wrong enemy. He didn't have the grades to get into ninja school, but his dad pulled some strings.
Taunt. Costs (2) less if your opponent has at least three minions. He'll be a first-rate bruiser once he gets used to his contacts.
50% chance to attack the wrong enemy. This champion has learned from the best. Except for his target selection.
Enemies attacking this have a 50% chance to attack someone else. One's play-by-play. The other is off-color.
Rush. After this attacks and kills a minion, it may attack again. When it comes to problem-solving, he always uses his head.
|Deathstalker Rexxar||Legendary||Hero card||Hunter||6|
Battlecry: Deal 2 damage to all enemy minions. "You were too slow, old friend. The hunt began long ago. And now... it will never end."
|Mogor the Ogre||Legendary||Minion||General||Any||6||7||6|
All minions have a 50% chance to attack the wrong enemy. Mogor helped reopen the Dark Portal once. You know you're in trouble when you have to rely on an ogre.
Battlecry: The next spell you cast this turn costs Health instead of Mana. Even after all this time, Gul'dan still makes Cho'gall go get donuts and coffee.
Battlecry: Give a random minion in your hand +5/+5. The brilliant mastermind of the Grimy Goons, Han sometimes thinks about ditching the idiot Cho, but that would just tear him apart.
Battlecry: Summon 3 Beasts from your hand. Father of Rexxar, Champion of the Horde, and Flexxar, Champion of the Gym.
|Showing all 23 cards|
Ogre art[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Summon a random Beast Companion. You could summon Misha, Leokk, or Huffer! Huffer is more trouble than he's worth.
Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
|I Know a Guy||Common||Spell||Warrior||1|
Discover a Taunt minion. Well… a guy who knows a guy.
Deal 2 damage to a minion. If it's a friendly Demon, give it +2/+2 instead. Demonfire is like regular fire except for IT NEVER STOPS BURNING HELLLPPP
|Potion of Heroism||Common||Spell||Paladin||2|
Give a minion Divine Shield. Draw a card. Also known as "Liquid Courage."
50% chance to attack the wrong enemy. Simple, misguided, and incredibly dangerous. You know, like most things ogre.
Give all enemy minions -3 Attack this turn only. I hope you didn't disenchant your Shadow Word: Horror!
|Feat of Strength||Rare||Spell||Warrior||3|
Give a random Taunt minion in your hand +5/+5. Generally happens right after the airing of grievances.
Secret: When one of your minions is attacked, transform it into a random one that costs (3) more. "WE DO YOU A BAMBOOZLE, HOOMAN!"
Spend all your Armor. Deal that much damage to all minions. Look. Cautious Flurries will only get you so far in life.
Draw three 1-Cost minions from your deck. Now we know why they wear tiny watches.
|To My Side!||Epic||Spell||Hunter||6|
Summon an Animal
Companion, or 2 if your
deck has no minions. I hunt alone. Well, me and Misha. And Huffer. And Leokk.
Battlecry: If you're holding a Dragon, deal 7 damage to an enemy minion. Every major show has an opening act to warm up the crowd.
|Showing all 14 cards|
References[edit | edit source]
- Goblins vs Gnomes: It's Not Ogre Till It's Ogre. (2014-11-25).
|Races Native to Azeroth|
|Races Alien to Azeroth|