Version History

2024
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: 43
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.
Human, Mage
Deploy: Spawn Yennefer's Illusion on this row.
The first time you Spawn a unit on your side of the battlefield each turn, damage the lowest-power enemy unit by the Spawned unit's base power.
Deathblow: Boost self by 1.
Human, Mage
Deploy: Spawn Yennefer's Illusion on this row.
The first time you Spawn a unit on your side of the battlefield each turn, damage the lowest-power enemy unit by the Spawned unit's base power.
Deathblow: Boost self by 1.
Construct
This unit's power is always equal to its Armor.
Construct
This unit's power is always equal to its Armor.
If you have no other 4-provision cost cards in your starting deck, start on your Ranged row.
If you have no other 4-provision cost cards in your starting deck, start on your Ranged row.
Reset an allied unit's power. If it's a bronze unit, replay it instead.
Reset an allied unit's power. If it's a bronze unit, replay it instead.
Order: Spawn a Gernichora's Fruit on an allied row.
At the start of your turn, if you do not control any Gernichora's Fruits, reset this ability.

This ability adds 14 provisions to your deck's provisions limit.
Order: Spawn a Gernichora's Fruit on an allied row.
At the start of your turn, if you do not control any Gernichora's Fruits, reset this ability.

This ability adds 13 provisions to your deck's provisions limit.
Specter
Order: Destroy a Rat, then Poison an enemy unit.
Cooldown: 1
Deathwish: Spawn 7 Rats on this row.
Specter
Order: Destroy a Rat, then Poison an enemy unit.
Cooldown: 1
Deathwish: Spawn 7 Rats on this row.
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.
Human, Cleric, Aristocrat
Doomed.
Assimilate.
Deploy: Move a non-Doomed allied unit that is not from your starting deck, excluding self, back to your hand, boost it by 2 and give it Doomed, then play a card.
If there is no valid target, Create and play a bronze unit from your opponent's faction and boost it by 2 instead.
Human, Cleric, Aristocrat
Doomed.
Assimilate.
Deploy: Move a non-Doomed allied unit that is not from your starting deck, excluding self, back to your hand, boost it by 2 and give it Doomed, then play a card.
If there is no valid target, Create and play a bronze unit from your opponent's faction and boost it by 2 instead.
Human, Aristocrat
Deploy: Sort the cards in your deck from the highest to the lowest provision cost.
At the start of the game, move self up by one position in the deck for each Tactic in your starting deck.
Human, Aristocrat
Deploy: Sort the cards in your deck from the highest to the lowest provision cost.
At the start of the game, move self up by one position in the deck for each Tactic in your starting deck.
Human, Soldier
Deploy: Spawn an Operative on an enemy row and give it Spying.
Zeal. Order: Seize all Spying Operatives.
At the start of the round, while in hand or deck, evolve.
Human, Soldier
Deploy: Spawn an Operative on an enemy row and give it Spying.
Zeal. Order: Seize all Spying Operatives.
At the start of the round, while in hand or deck, evolve.
Human, Agent
Deploy: Look at the top 3 cards in your opponent's deck and move 1 to their graveyard.
Human, Agent
Deploy: Look at the top 3 cards in your opponent's deck and move 1 to their graveyard.
Construct
Deploy: Reveal the top unit from your opponent's deck and damage self by its power, then shuffle it back.
Construct
Deploy: Reveal the top unit from your opponent's deck and damage self by its power, then shuffle it back.
Witcher
Deploy: Reveal the top card from your opponent's deck and Banish it.
Witcher
Deploy: Reveal the top card from your opponent's deck and Banish it.
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
Deploy: Damage a bronze allied unit by 1, then Spawn a 1-power copy of it on this row. If it was a Soldier, Spawn and play the copy instead.
Human
Deploy: Damage a bronze allied unit by 1, then Spawn a 1-power copy of it on this row. If it was a Soldier, Spawn and play the copy instead.
Human, Mage, Agent
Deploy: Damage an enemy unit by 2.
When moved to the top of your deck during your turn, Summon self to a random allied row and damage a random enemy unit by 2.
Human, Mage, Agent
Deploy: Damage an enemy unit by 2.
When moved to the top of your deck during your turn, Summon self to a random allied row and damage a random enemy unit by 2.
Human, Cursed, Aristocrat
Deploy (Devotion): Gain Immunity.
The first time a Cursed unit enters the battlefield during your turn, boost self by its base power.
Human, Cursed, Aristocrat
Deploy (Devotion): Gain Immunity.
The first time a Cursed unit enters the battlefield during your turn, boost self by its base power.
Human, Soldier
Formation.
Order: Reset the power of a unit.
Inspired: If it was boosted, give it Bleeding equal to the amount of boost it lost.
Human, Soldier
Formation.
Order: Reset the power of a unit.
Inspired: If it was boosted, give it Bleeding equal to the amount of boost it lost.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Order: Give an allied unit Zeal.
Cooldown: 3
Human, Soldier
Deploy: Damage an enemy unit by 2.
Order: Give an allied unit Zeal.
Cooldown: 3
Human, Cleric
Veil.
Deploy: Gain 1 Charges. Whenever this unit is moved back into your deck, increase the number of Charges by 2.
Order: Boost an allied unit by 1.
Whenever this unit is Inspired, gain Zeal.
Charge: 0
Human, Cleric
Veil.
Deploy: Gain 1 Charges. Whenever this unit is moved back into your deck, increase the number of Charges by 2.
Order: Boost an allied unit by 1.
Whenever this unit is Inspired, gain Zeal.
Charge: 0
Dwarf, Soldier
Deploy (Melee): Gain Resilience.
Deploy (Ranged): Gain Immunity.
Whenever you play a Dwarf, boost self by 1.
Dwarf, Soldier
Deploy (Melee): Gain Resilience.
Deploy (Ranged): Gain Immunity.
Whenever you play a Dwarf, boost self by 1.
Echo.
Choose one:
Boost an allied unit by 7 and give it Veil.
Boost an allied unit by 9.
Boost an allied unit by 6 and give it Vitality (6).
Echo.
Choose one:
Boost an allied unit by 7 and give it Veil.
Boost an allied unit by 9.
Boost an allied unit by 6 and give it Vitality (6).
Elf, Bandit
Deploy: Damage an enemy unit by 3. If you control Muirlega, damage by 7 instead.
Elf, Bandit
Deploy: Damage an enemy unit by 3. If you control Muirlega, damage by 7 instead.
Beast, Bandit
Deploy: Damage an enemy unit by 3. If you control Etriel, also damage adjacent units by 3.
Beast, Bandit
Deploy: Damage an enemy unit by 3. If you control Etriel, also damage adjacent units by 3.
Veil.
When you play a special card, Spawn a base copy of self on this row and remove a Counter.
Counter: 1
Veil.
When you play a special card, Spawn a base copy of self on this row and remove a Counter.
Counter: 1
Leader
Order: Spawn and play Mardroeme.
Whenever you play an Alchemy card, Heal a random allied unit by 1.

This ability adds 17 provisions to your deck's provisions limit.
Leader
Order: Spawn and play Mardroeme.
Whenever you play an Alchemy card, Heal a random allied unit by 1.

This ability adds 16 provisions to your deck's provisions limit.
Human, Warrior
Deploy (Ranged): Damage self down to 1, then play all copies of Freya's Blessing from your graveyard, and give them Doomed.
At the start of the game, increase own base power for each Alchemy in your starting deck.
Human, Warrior
Deploy (Ranged): Damage self down to 1, then play all copies of Freya's Blessing from your graveyard, and give them Doomed.
At the start of the game, increase own base power for each Alchemy in your starting deck.
Human, Pirate, Warrior
Deploy: Give 3 Pirates or Ships in your hand 2 Armor.
Order: Damage a unit by 1.
Cooldown: 2
Whenever you play a Pirate or Ship next to Crach, it Clashes with the lowest-power enemy unit.
Human, Pirate, Warrior
Deploy: Give 3 Pirates or Ships in your hand 2 Armor.
Order: Damage a unit by 1.
Cooldown: 2
Whenever you play a Pirate or Ship next to Crach, it Clashes with the lowest-power enemy unit.
Echo.
Look at the top 3 cards in your deck. Play one, then move the rest to your graveyard. If there are fewer than 3 cards in your deck, Spawn and play a legendary card from your faction that was not in your starting deck instead.
Echo.
Look at the top 3 cards in your deck. Play one, then move the rest to your graveyard. If there are fewer than 3 cards in your deck, Spawn and play a legendary card from your faction that was not in your starting deck instead.
Human, Pirate
Veteran.
Deploy: Damage self by own base power, then split as much damage randomly between enemy units.
Human, Pirate
Veteran.
Deploy: Damage self by own base power, then split as much damage randomly between enemy units.
Human, Warrior
Whenever this unit takes damage, damage a random enemy unit by 2.
Human, Warrior
Whenever this unit takes damage, damage a random enemy unit by 2.
Machine, Ship
Whenever you play a Pirate, damage self and a random enemy unit by 1.
Deathwish: Summon the highest-power bronze Pirate from your graveyard to this row.
Machine, Ship
Whenever you play a Pirate, damage self and a random enemy unit by 1.
Deathwish: Summon the highest-power bronze Pirate from your graveyard to this row.
Location
Resilience.
Profit 3.
At the end of your turn, gain 1 Coin.
Order: Create and play a bronze Gang unit.
Location
Resilience.
Profit 3.
At the end of your turn, gain 1 Coin.
Order: Create and play a bronze Gang unit.
Doomed.
Scenario: Progress whenever you play a Blindeye.
Prologue: Spawn Sly Seductress on this row.
Chapter 1: Spawn Passiflora Peaches on this row.
Chapter 2: Gain 6 Coins.
Doomed.
Scenario: Progress whenever you play a Blindeye.
Prologue: Spawn Sly Seductress on this row.
Chapter 1: Spawn Passiflora Peaches on this row.
Chapter 2: Gain 6 Coins.
Dwarf, Crownsplitters
Veil.
Profit 3.
Deploy: Spend all your Coins, then boost self by the number of Coins spent.
Once per turn, when you reach 0 Coins, Spawn Explosives on this row.
Dwarf, Crownsplitters
Veil.
Profit 3.
Deploy: Spend all your Coins, then boost self by the number of Coins spent.
Once per turn, when you reach 0 Coins, Spawn Explosives on this row.
Human, Mage
Deploy: Spend a number of Coins equal to an enemy unit's power, then Seize it.
Human, Mage
Deploy: Spend a number of Coins equal to an enemy unit's power, then Seize it.
Human, Agent, Blindeyes
Profit 2.
Increase the Profit by 1 for each allied Sly Seductress.
Tribute 5: Spawn a Sly Seductress on this row.
Human, Agent, Blindeyes
Profit 2.
Increase the Profit by 1 for each allied Sly Seductress.
Tribute 5: Spawn a Sly Seductress on this row.
Human, Knight, Firesworn
Veil.
Intimidate.
Whenever you Spawn a unit on your side of the battlefield, boost self by 1 for each unit Spawned.
Human, Knight, Firesworn
Veil.
Intimidate.
Whenever you Spawn a unit on your side of the battlefield, boost self by 1 for each unit Spawned.
Dwarf, Crownsplitters
Intimidate.
Fee 1: Damage the highest-power enemy unit by 1.
Dwarf, Crownsplitters
Intimidate.
Fee 1: Damage the highest-power enemy unit by 1.
Beast, Pirate
Profit 2.
Fee 1: Spawn a Syndicate Crown on this row.
Cooldown: 1
Beast, Pirate
Profit 2.
Fee 1: Spawn a Syndicate Crown on this row.
Cooldown: 1
Profit 5.
While in your graveyard, whenever you reach 0 Coins, remove a Counter.
When the Counter reaches 0, gain 4 Coins.
Counter: 6
Profit 5.
While in your graveyard, whenever you reach 0 Coins, remove a Counter.
When the Counter reaches 0, gain 4 Coins.
Counter: 6
Human, Agent, Blindeyes
Fee 3: Gain a Shield.
Whenever your opponent plays a unit, boost self by 1.
Bonded: Whenever your opponent plays a card, boost self by 1.
Human, Agent, Blindeyes
Fee 3: Gain a Shield.
Whenever your opponent plays a unit, boost self by 1.
Bonded: Whenever your opponent plays a card, boost self by 1.