Version History

2026
2026-01-01  v14.1.0  - Source - The Balance Council
2025
2025-12-01  v13.12.0 - Source - The Balance Council
2025-11-01  v13.11.0 - Source - The Balance Council
2025-10-01  v13.10.0 - Source - The Balance Council
2025-09-01  v13.9.0  - Source - The Balance Council
2025-08-01  v13.8.0  - Source - The Balance Council
2025-07-01  v13.7.0  - Source - The Balance Council
2025-06-01  v13.6.0  - Source - The Balance Council
2025-05-01  v13.5.0  - Source - The Balance Council
2025-04-01  v13.4.0  - Source - The Balance Council
2025-03-01  v13.3.0  - Source - The Balance Council
2025-02-01  v13.2.0  - Source - The Balance Council
2025-01-01  v13.1.0  - Source - The Balance Council

2024
2024-12-01  v12.12.0 - Source - The Balance Council
2024-11-01  v12.11.0 - Source - The Balance Council
2024-10-01  v12.10.0 - Source - The Balance Council
2024-09-01  v12.9.0  - Source - The Balance Council
2024-08-01  v12.8.0  - Source - The Balance Council
2024-07-01  v12.7.0  - Source - The Balance Council
2024-06-01  v12.6.0  - Source - The Balance Council
2024-05-01  v12.5.0  - Source - The Balance Council
2024-04-01  v12.4.0  - Source - The Balance Council
2024-03-01  v12.3.0  - Source - The Balance Council
2024-02-01  v12.2.0  - Source - The Balance Council
2024-01-01  v12.1.0  - Source - The Balance Council

2023
2023-11-15  v11.11.0 - Source - The Balance Council
2023-10-31  v11.10.5 - Source - The Balance Council
2023-10-17  v11.10.0 - Source - Last official balance changes
2023-09-12  v11.9.0  - Source - Uroboros Part 3 (Heritage)
2023-08-08  v11.8.0  - Source - Balance changes
2023-07-11  v11.7.0  - Source - Uroboros Part 2 (The Tide Rises)
2023-06-06  v11.6.0  - Source - Balance changes (Reworks)
2023-05-11  v11.5.0  - Source - Balance changes (Dragons)
2023-04-13  v11.4.0  - Source - Uroboros Part 1 (Claw and Dagger)
2023-03-07  v11.3.0  - Source - Balance changes
2023-02-07  v11.2.0  - Source - Balance changes
2023-01-10  v11.1.0  - Source - Balance changes

2022
2022-12-06  v10.12.0 - Source - Cursed Toad Part 4 (Sacred and Profane)
2022-11-08  v10.11.0 - Source - Balance changes
2022-10-07  v10.10.1 - Source - Hotfix
2022-10-04  v10.10.0 - Source - Cursed Toad Part 3 (Chronicles)
2022-09-07  v10.9.1  - Source - Hotfix
2022-09-06  v10.9.0  - Source - Balance changes (NG Soldier rework)
2022-08-09  v10.8.0  - Source - Balance changes
2022-07-05  v10.7.0  - Source - Cursed Toad Part 2 (Black Sun)
2022-06-07  v10.6.0  - Source - Balance changes (New Yen & Triss)
2022-05-10  v10.5.0  - Source - Balance changes
2022-04-05  v10.4.0  - Source - Cursed Toad Part 1 (Forgotten Treasures)
2022-03-08  v10.3.0  - Source - Balance changes (Wild Hunt, Swarm)
2022-02-08  v10.2.0  - Source - Balance changes (Resupply Rework)
2022-01-13  v10.1.0  - Source - Balance changes (Draft Rewards)

2021
2021-12-14  v9.6.1  - Source - Hotfix
2021-12-07  v9.6.0  - Source - 12 Card Drop
2021-10-28  v9.5.0  - Source - Regis Journey
2021-10-05  v9.4.0  - Source - Price of Power Part 3
2021-09-02  v9.3.0  - Source - Balance changes
2021-08-03  v9.2.0  - Source - Price of Power Part 2
2021-07-06  v9.1.0  - Source - Balance changes, Sunset Wanderers
2021-06-08  v9.0.0  - Source - Price of Power Expansion
2021-05-06  v8.5.0  - Source - Triss Journey
2021-04-01  v8.4.0  - Source - Balance changes
2021-03-09  v8.3.0  - Source - Familiar Faces
2021-02-09  v8.2.0  - Source - Yen Journey
2021-01-12  v8.1.0  - Source - Madoc, Tooltip fixes

2020
2020-12-08  v8.0.0  - Source - Way of the Witcher Expansion
2020-11-17  v7.4.1  - Source - META SHAKEUP
2020-10-01  v7.3.0  - Source - Artifact Removal, Balance changes
2020-09-01  v7.2.0  - Source - Ability reworks, Balance changes
2020-08-10  v7.1.1  - Source  SK Hotfix
2020-08-02  v7.1.0  - Source - Ciri Journey
2020-07-07  v7.0.2  - Source - Master Mirror Hotfix
2020-06-30  v7.0.0  - Source - Master Mirror Expansion
2020-05-05  v6.2.0  - Source - Balance changes
2020-04-02  v6.1.0  - Source - New Abilities, Journey, Balance (Android is v6.0)
2020-03-03  v5.2.0  - Source - Year of the Wererat, Balance changes
2020-02-04  v5.1.0  - Source - Balance changes

2019
2019-12-13  v5.0.1  - Source - Merchants of Ofir Hotfix
2019-12-09  v5.0.0  - Source - Merchants of Ofir Expansion
2019-10-28  v4.1.0  - Source - Balance changes (29th iOS Release)
2019-10-09  v4.0.3  - Source - Iron Judgment Balance Hotfix 
2019-10-02  v4.0.0  - Source - Iron Judgment Expansion 
2019-08-30  v3.2.0  - Source - Vampire Rework, Balance 
2019-07-31  v3.1.0  - Source - NR Rework, Bronze Rebalance
2019-07-05  v3.0.1  - Source - Syndicate Hotfix
2019-06-28  v3.0.0  - Source - Novigrad Expansion
2019-05-30  v2.2.0  - Source - User Experience Update
2019-04-30  v2.1.0  - Source - Nilfgaard Update
2019-04-04  v2.0.1  - Source - CC Dettlaff Hotfix
2019-03-28  v2.0.0  - Source - Crimson Curse Expansion
2019-02-28  v1.3.0  - Source - Seasonal Trees Update
2019-01-31  v1.2.0  - Source - Thronebreaker Leaders Update
2019-01-10  v1.1.0  - Source - Mulligan Update

2018
2018-12-04  v1.0.1.26   - Source - Console Release
2018-11-07  v1.0.0.15-2 - Source - Artifact Provision Update
2018-10-23  v1.0.0.15   - Source - PC Release

For more information read the official changelog. The card data is sourced from the game so every text error will be included.
This changelog only features balance changes.

New
Buff
Nerf
Rework
Adjustment
Tooltip fix (card was changed in previous version)

Changes

Cards: 40
Human, Cursed, Bandit
Doomed.
Deploy: If your starting deck has at least 25 units, Create a curse to replace your leader ability, then Create a blessing and Infuse your leader ability with it.
Human, Cursed, Bandit
Doomed.
Deploy: If your starting deck has at least 25 units, Create a curse to replace your leader ability, then Create a blessing and Infuse your leader ability with it.
When you lose a round while this card is:
On the battlefield or in your graveyard - Banish the top 3 cards from your deck.
In your hand or deck - Banish self.
When you lose a round while this card is:
On the battlefield or in your graveyard - Banish the top 3 cards from your deck.
In your hand or deck - Banish self.
Deploy (Ranged): Create and play a special card from any faction.
Deploy (Ranged): Create and play a special card from any faction.
Witcher
Deploy: Seize a unit with power up to the number of allied Witchers on this row.
Witcher
Deploy: Seize a unit with power up to the number of allied Witchers on this row.
Deploy: Damage an enemy unit by 1. Increase this damage by 1 for every 3 power the target has.
Deploy: Damage an enemy unit by 1. Increase this damage by 1 for every 3 power the target has.
Relict
Deploy (Melee): Choose a unit in your hand, then boost self by the number of units in your hand with the same primary category.
Deploy (Ranged): Boost self by 1 for each unique primary category among units in your hand.
Relict
Deploy (Melee): Choose a unit in your hand, then boost self by the number of units in your hand with the same primary category.
Deploy (Ranged): Boost self by 1 for each unique primary category among units in your hand.
Relict
Deploy (Sabbath): Gain Zeal.
Order: Consume a 4-provision cost unit, then increase the provision value by 1.
Cooldown: 2
Relict
Deploy (Sabbath): Gain Zeal.
Order: Consume a 4-provision cost unit, then increase the provision value by 1.
Cooldown: 2
Elf, Wild Hunt, Mage
At the start of your turn, while in hand or deck, reset own power and boost self by the damage dealt by Frost in the last 5 enemy turns (0, 0, 0, 0, 0).
Elf, Wild Hunt, Mage
At the start of your turn, while in hand or deck, reset own power and boost self by the damage dealt by Frost in the last 5 enemy turns (0, 0, 0, 0, 0).
Relict
Deploy: Spawn a base copy of self in your graveyard.
Bonded: Spawn a base copy of self on this row instead.
Relict
Deploy: Spawn a base copy of self in your graveyard.
Bonded: Spawn a base copy of self on this row instead.
Insectoid
Whenever you play an Insectoid, gain 1 Armor.
Exposed: Destroy self.
Insectoid
Whenever you play an Insectoid, gain 1 Armor.
Exposed: Destroy self.
Leader
Order: Create and play a card from your opponent's hand.

This ability adds 17 provisions to your deck's provisions limit.
Leader
Order: Create and play a card from your opponent's hand.

This ability adds 16 provisions to your deck's provisions limit.
Doomed.
Scenario: Progress whenever you play a gold Cultist.
Prologue: Spawn Eternal Eclipse Initiate on this row.
Chapter 1: Infuse all your non-Disloyal Cultists on the battlefield, in your hand and in your deck with "Whenever you play a Cultist, boost self by 1, then increase this value by 1 if it was a bronze".
Chapter 2: Spawn and play Eternal Eclipse Deacon.
Doomed.
Scenario: Progress whenever you play a gold Cultist.
Prologue: Spawn Eternal Eclipse Initiate on this row.
Chapter 1: Infuse all your non-Disloyal Cultists on the battlefield, in your hand and in your deck with "Whenever you play a Cultist, boost self by 1, then increase this value by 1 if it was a bronze".
Chapter 2: Spawn and play Eternal Eclipse Deacon.
Human, Cleric, Aristocrat
Doomed.
Deploy: Give Spying to 3 units with provision costs of 10 or less from your opponent's deck, then Spawn base copies of them into your deck. Boost self by 1 for each provision below the limit.
Order: Banish up to 3 cards from your starting deck from your deck.
While in hand or deck, evolve after you win a round.
Human, Cleric, Aristocrat
Doomed.
Deploy: Give Spying to 3 units with provision costs of 10 or less from your opponent's deck, then Spawn base copies of them into your deck. Boost self by 1 for each provision below the limit.
Order: Banish up to 3 cards from your starting deck from your deck.
While in hand or deck, evolve after you win a round.
Witcher
Deploy: Swap this unit's power with an enemy unit.
Adrenaline 2: Damage an enemy unit by 4 instead.
Witcher
Deploy: Swap this unit's power with an enemy unit.
Adrenaline 2: Damage an enemy unit by 4 instead.
Human, Knight
Disloyal.
Deploy: Boost an allied unit by the combined power of units adjacent to self.
Human, Knight
Disloyal.
Deploy: Boost an allied unit by the combined power of units adjacent to self.
Witcher
Adrenaline 1: At the end of your turn, boost self by the difference between the number of cards in the players' decks.
Witcher
Adrenaline 1: At the end of your turn, boost self by the difference between the number of cards in the players' decks.
Human, Knight
Deploy: Choose an unboosted enemy unit, then play the top card from your deck and boost that unit by that card's provision cost. If you control Milton de Peyrac-Peyran, you may choose from the top 3 cards of your deck instead.
Human, Knight
Deploy: Choose an unboosted enemy unit, then play the top card from your deck and boost that unit by that card's provision cost. If you control Milton de Peyrac-Peyran, you may choose from the top 3 cards of your deck instead.
Human, Soldier
Deploy: If your opponent has won a round this game, Spawn and play Battle Preparation.
Human, Soldier
Deploy: If your opponent has won a round this game, Spawn and play Battle Preparation.
Human, Soldier
If your opponent has won a round this game, Summon self from your deck to a random allied row when you play a Soldier.
Human, Soldier
If your opponent has won a round this game, Summon self from your deck to a random allied row when you play a Soldier.
Human, Cultist
Deploy: Infuse a unit in your hand with the Cultist category.
Order: Infuse a unit in your deck with the Cultist category.
Human, Cultist
Deploy: Infuse a unit in your hand with the Cultist category.
Order: Infuse a unit in your deck with the Cultist category.
Leader
Order: Boost an allied unit by 1.
Charges: 3
Once per game, once all Charges are used up, Spawn and play a Lyrian Scytheman.

This ability adds 17 provisions to your deck's provision limit.
Leader
Order: Boost an allied unit by 1.
Charges: 3
Once per game, once all Charges are used up, Spawn and play a Lyrian Scytheman.

This ability adds 16 provisions to your deck's provision limit.
Leader
Order: Boost an allied unit by 2. If it's a non-Neutral unit, also give it Zeal.
Charges: 3

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Boost an allied unit by 2. If it's a non-Neutral unit, also give it Zeal.
Charges: 3

This ability adds 14 provisions to your deck's provisions limit.
Doomed. Immunity. Resilience.
Deploy: Create a legendary unit from your faction that is not in your starting deck 3 times, then shuffle them into your deck.
Order: Draw a unit of your choice and boost it by your hand size, then shuffle a card back into your deck.
While in hand or deck, evolve after you win a round.
Doomed. Immunity. Resilience.
Deploy: Create a legendary unit from your faction that is not in your starting deck 3 times, then shuffle them into your deck.
Order: Draw a unit of your choice and boost it by your hand size, then shuffle a card back into your deck.
While in hand or deck, evolve after you win a round.
Relict
Deploy: Boost an allied unit by 5.
Whenever this unit is moved back into your deck, trigger an ability from the cycle:
Maiden - Boost all allied units by 0.
Mother - Spawn a random 4-provision Northern Realms unit on a random row where you control a unit.
Crone - Boost self by 1, then increase ability values by 1.
Relict
Deploy: Boost an allied unit by 5.
Whenever this unit is moved back into your deck, trigger an ability from the cycle:
Maiden - Boost all allied units by 0.
Mother - Spawn a random 4-provision Northern Realms unit on a random row where you control a unit.
Crone - Boost self by 1, then increase ability values by 1.
Human, Soldier
Disloyal.
Deploy: Play the top 2 cards from your deck.
Human, Soldier
Disloyal.
Deploy: Play the top 2 cards from your deck.
Witcher, Cursed
Formation.
Order: Damage an enemy unit by the amount Mad Kiyan is boosted.
Deathblow: Reset own power.
Witcher, Cursed
Formation.
Order: Damage an enemy unit by the amount Mad Kiyan is boosted.
Deathblow: Reset own power.
Human, Soldier
Formation.
Order: Boost an allied unit by 1.
Charges: 3
Human, Soldier
Formation.
Order: Boost an allied unit by 1.
Charges: 3
Human, Soldier
Deploy: Boost self by 1 for each boosted unit on this row.
Human, Soldier
Deploy: Boost self by 1 for each boosted unit on this row.
Tactic
Echo.
Spawn 3 Cargos on an allied row.
Tactic
Echo.
Spawn 3 Cargos on an allied row.
Elf, Agent, Bandit
Deploy: Shuffle an allied unit with a provision cost of 9 or less into your deck, then play the top Elf with a Deploy ability from your deck.
Order: Spawn and play Backup Plan. If this unit is Doomed, damage an enemy unit by the number of Doomed units you control instead.
Elf, Agent, Bandit
Deploy: Shuffle an allied unit with a provision cost of 9 or less into your deck, then play the top Elf with a Deploy ability from your deck.
Order: Spawn and play Backup Plan. If this unit is Doomed, damage an enemy unit by the number of Doomed units you control instead.
Dwarf, Warrior
Deploy: Choose an enemy unit. If its base power is higher than self's, gain 3 Armor.
Barricade: At the end of your turn, damage chosen unit by 1.
Deathblow: Gain Resilience.
Dwarf, Warrior
Deploy: Choose an enemy unit. If its base power is higher than self's, gain 3 Armor.
Barricade: At the end of your turn, damage chosen unit by 1.
Deathblow: Gain Resilience.
Beast
Deploy: Damage all units by 1.
Whenever a Bear Abomination enters your side of the battlefield, repeat the Deploy ability.
The first time you deal 8 damage to units each turn, Spawn Svalblod Fanatic on this row.
Beast
Deploy: Damage all units by 1.
Whenever a Bear Abomination enters your side of the battlefield, repeat the Deploy ability.
The first time you deal 8 damage to units each turn, Spawn Svalblod Fanatic on this row.
Human, Cursed, Pirate
Deploy: Infuse an enemy unit with "Deathwish: Spawn Cataclysm on this row for 2 turns", then Spawn Cataclysm on its row for 1 turn.
Human, Cursed, Pirate
Deploy: Infuse an enemy unit with "Deathwish: Spawn Cataclysm on this row for 2 turns", then Spawn Cataclysm on its row for 1 turn.
Human, Druid
Zeal. Order: Banish an allied Crow, then play a 4-provision Alchemy card from your graveyard and give it Doomed.
Human, Druid
Zeal. Order: Banish an allied Crow, then play a 4-provision Alchemy card from your graveyard and give it Doomed.
Human, Pirate
Deploy (Bloodthirst 2): Gain Zeal.
Order: Damage a unit by 1.
Charges: 3
Human, Pirate
Deploy (Bloodthirst 2): Gain Zeal.
Order: Damage a unit by 1.
Charges: 3
Human, Warrior
Deploy: Boost self by the number of unique allied Beasts.
Order: Damage self by own boost, then damage that many enemy units by 1.
Human, Warrior
Deploy: Boost self by the number of unique allied Beasts.
Order: Damage self by own boost, then damage that many enemy units by 1.
Human, Pirate
Deploy: Gain as many Coins as you spent this turn.
Fee 1: Boost an allied Pirate by 1.
Human, Pirate
Deploy: Gain as many Coins as you spent this turn.
Fee 1: Boost an allied Pirate by 1.
Human, Mutant, Salamandra
Veil.
Profit 3.
Tribute 3: Remove Poison from an allied unit, then boost self by 5.
Whenever your opponent plays a unit, Poison it and remove a Counter.
When the Counter reaches 0, the Tribute becomes a Fee.
Counter: 2
Human, Mutant, Salamandra
Veil.
Profit 3.
Tribute 3: Remove Poison from an allied unit, then boost self by 5.
Whenever your opponent plays a unit, Poison it and remove a Counter.
When the Counter reaches 0, the Tribute becomes a Fee.
Counter: 2
Human, Firesworn
Deploy: Damage self by 10. Reduce the damage by 2 for each Firesworn Token you control.
Human, Firesworn
Deploy: Damage self by 10. Reduce the damage by 2 for each Firesworn Token you control.
Human, Firesworn, Cleric
Ranged: Whenever you Spawn one or more units on the battlefield, gain 1 Coin.
Tribute 2: Boost self by 2.
Human, Firesworn, Cleric
Ranged: Whenever you Spawn one or more units on the battlefield, gain 1 Coin.
Tribute 2: Boost self by 2.