Ogre is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Complete guide
The Ogre token is a versatile combatant that frequently appears across Magic's history, serving as both a formidable blocker and a vital tribal anchor. While these tokens often lack abilities of their own, their presence on the battlefield is frequently the key to satisfying the demanding conditions of powerful Demon spirits.
The Role of the Ogre
An Ogre token is a creature with the 'Ogre' creature type. While most Ogre tokens are 3/3 red creatures, their stats and colors can vary depending on the spell or ability that created them. Despite being simple vanilla creatures in most cases, they function as essential support for 'Ogre matters' mechanics, preventing negative drawbacks from other cards you might control.
Creating and Maintaining the Token
Ogre tokens are created through triggered or activated abilities. Once the ability resolves, the token enters the battlefield and is subject to summoning sickness like any other creature. Because it has the Ogre subtype, it immediately satisfies any check for 'if you control an Ogre' that occurs during upkeep or as part of a triggered effect.
Common Pitfalls
Players often forget that a token's name is the same as its creature types unless specified otherwise. A 3/3 red Ogre creature token is named 'Ogre'. Additionally, remember that if an Ogre token is destroyed, it ceases to exist after leaving the battlefield, meaning it will no longer satisfy your Demon creatures' requirements for the remainder of the turn.
Strategic Timing
Use cards that create Ogre tokens at instant speed to surprise your opponent or to save your life total. In many decks, keeping at least one Ogre token on the board is a defensive priority, not just for blocking, but to ensure your own creatures don't turn against you.
Interaction examples
When your opponent attacks you with a creature, Kazuul's ability triggers. The opponent must choose to pay {3}. If they do not, you create a 3/3 red Ogre creature token immediately. This token can then be declared as a blocker for other attacking creatures during the declare blockers step.
If you control Painwracker Oni, you must sacrifice a creature at the start of your upkeep. To prevent this, you can cast Join the Maestros to create a 4/3 Ogre Warrior token. During your next upkeep, the game checks if you control an Ogre; since the token has the Ogre type, the sacrifice trigger is avoided.
If Yukora, the Prisoner leaves the battlefield, its ability triggers, forcing you to sacrifice all non-Ogre creatures. If you previously cast Grenzo's Rebuttal to create a 4/4 Ogre token, that token will not be sacrificed because it possesses the Ogre creature type, allowing you to maintain a board presence.
Tomb of Urami deals 1 damage to you whenever you tap it for black mana unless you control an Ogre. Having any Ogre token on the battlefield—whether from Kazuul or a sorcery—negates this damage, allowing you to use your land as a safe mana source.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Ogre
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Interactions with other cards
These cards' text mentions Ogre.

Whenever a creature an opponent controls attacks, if you're the defending player, create a 3/3 red Ogre creature token unless that creature's controller pays {3}.

Price of Progress deals damage to each player equal to twice the number of nonbasic lands that player controls.

When Yukora leaves the battlefield, sacrifice all non-Ogre creatures you control.

{T}: Add {B}. Tomb of Urami deals 1 damage to you if you don't control an Ogre. {2}{B}{B}, {T}, Sacrifice all lands you control: Create Urami, a legendary 5/5 black Demon Spirit creature token with flying.

Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, sacrifice a creature if you don't control an Ogre.

Trample At the beginning of your upkeep, discard a card if you don't control an Ogre.

Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell.) Create a 4/3 black Ogre Warrior creature token.

Create a 4/4 red Ogre creature token. Starting with you, each player chooses an artifact, a creature, and a land from among the permanents controlled by the player to their left. Destroy each permanent chosen this way.

At the beginning of your upkeep, you lose 2 life if you don't control an Ogre.
Related cards and tokens
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