Version History

2024
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.
Witcher
Whenever you play a Bomb, Summon self from your deck or graveyard to random allied row.
Order: Spawn Cataclysm on the opposite row for 1 turn, then destroy self.
Witcher
Whenever you play a Bomb, Summon self from your deck or graveyard to random allied row.
Order: Spawn Cataclysm on the opposite row for 1 turn, then destroy self.
Beast
Deploy: Gain Vitality (5).
At the start of the round, while in your graveyard, Banish self, then Spawn Phoenix Hatchling on a random allied row.
Beast
Deploy: Gain Vitality (5).
At the start of the round, while in your graveyard, Banish self, then Spawn Phoenix Hatchling on a random allied row.
Human, Mage
If your starting deck has no duplicates,
Deploy (Melee): Spawn your faction stratagem on this row.
Deploy (Ranged): Create a Neutral stratagem on this row.
Human, Mage
If your starting deck has no duplicates,
Deploy (Melee): Spawn your faction stratagem on this row.
Deploy (Ranged): Create a Neutral stratagem on this row.
Human, Mage, Mutant
The first time you Spawn a unit on your side of the battlefield each turn, Spawn a 1-power copy of it on this row, then give it Doomed.
Human, Mage, Mutant
The first time you Spawn a unit on your side of the battlefield each turn, Spawn a 1-power copy of it on this row, then give it Doomed.
Deploy: Draw a card of your choice, then Discard a random card. If you have Iris in your hand, choose which card to Discard instead.
Deploy: Draw a card of your choice, then Discard a random card. If you have Iris in your hand, choose which card to Discard instead.
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.
Human, Soldier
Deploy: Play a Bomb from your hand, then draw a card.
Barricade: Whenever you play a Bomb, damage a random enemy unit by 1.
Human, Soldier
Deploy: Play a Bomb from your hand, then draw a card.
Barricade: Whenever you play a Bomb, damage a random enemy unit by 1.
Wild Hunt
Look at 2 random gold cards from your deck, then play one and move the other back to the top of it.
Wild Hunt
Look at 2 random gold cards from your deck, then play one and move the other back to the top of it.
Beast, Wild Hunt
Dominance: At the end of your turn, boost self by 1.
Beast, Wild Hunt
Dominance: At the end of your turn, boost self by 1.
Deploy: Transform into a base copy of a unit without changing power.
Deploy: Transform into a base copy of a unit without changing power.
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.
Human, Mage
Deploy: Play a special card from your hand, then draw a card.
Whenever you play a special card, give Spying to a random non-Spying enemy unit.
Human, Mage
Deploy: Play a special card from your hand, then draw a card.
Whenever you play a special card, give Spying to a random non-Spying enemy unit.
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, Mage
Assimilate.
Deploy: Purify a unit.
Human, Mage
Assimilate.
Deploy: Purify a unit.
Human, Soldier, Knight
Deploy: Boost an enemy unit by 2.
Human, Soldier, Knight
Deploy: Boost an enemy unit by 2.
Human, Agent
Disloyal.
Deploy: Spawn and play a base copy of a non-Disloyal bronze enemy unit.
Human, Agent
Disloyal.
Deploy: Spawn and play a base copy of a non-Disloyal bronze enemy unit.
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.
Location
Resilience.
Deploy: Create a bronze Northern Realms unit with an Order ability.
Order: Refresh an allied bronze unit's Order, then give it Zeal.
Location
Resilience.
Deploy: Create a bronze Northern Realms unit with an Order ability.
Order: Refresh an allied bronze unit's Order, then give it Zeal.
Human, Soldier
Disloyal.
Deploy: Play the top 2 cards from your deck.
Human, Soldier
Disloyal.
Deploy: Play the top 2 cards from your deck.
Human, Soldier
Formation.
Order: Boost an allied unit by 2 for each remaining Charge of your leader ability.
Human, Soldier
Formation.
Order: Boost an allied unit by 2 for each remaining Charge of your leader ability.
Human, Knight
At the end of your turn, boost self by 1 for each adjacent boosted unit and damage self by 1 for each adjacent damaged unit.
Grace 9: Give adjacent units Shield, then Infuse them with "Whenever this unit loses Shield, boost it by 2".
Human, Knight
At the end of your turn, boost self by 1 for each adjacent boosted unit and damage self by 1 for each adjacent damaged unit.
Grace 9: Give adjacent units Shield, then Infuse them with "Whenever this unit loses Shield, boost it by 2".
Shield.
Order: Transform an allied Witcher into a base copy of Griffin Witcher Adept.
Shield.
Order: Transform an allied Witcher into a base copy of Griffin Witcher Adept.
Treant
Deploy: Damage an enemy unit by the number of cards to the left of Great Oak, then boost self by the number of cards to the right of Great Oak.
Treant
Deploy: Damage an enemy unit by the number of cards to the left of Great Oak, then boost self by the number of cards to the right of Great Oak.
Dryad
Deploy: At the end of this turn, double the amount of boost on self.
Dryad
Deploy: At the end of this turn, double the amount of boost on self.
Elf, Mage
Deploy: Boost a non-Neutral unit in hand by 4.
Elf, Mage
Deploy: Boost a non-Neutral unit in hand by 4.
Choose 2 allied units, then give them Vitality (4) and Spawn a Frog on each side of the chosen units.
Choose 2 allied units, then give them Vitality (4) and Spawn a Frog on each side of the chosen units.
Elf, Bandit
Zeal. Order: Move a unit to the other row.
Cooldown: 1
Elf, Bandit
Zeal. Order: Move a unit to the other row.
Cooldown: 1
Treant
Deploy: If you control a Dryad, gain Zeal.
Order (Melee): Move self to the Ranged row, then Heal self.
Order (Ranged): Move self to the Melee row, then damage an enemy unit by 2.
Cooldown: 1
Treant
Deploy: If you control a Dryad, gain Zeal.
Order (Melee): Move self to the Ranged row, then Heal self.
Order (Ranged): Move self to the Melee row, then damage an enemy unit by 2.
Cooldown: 1
Machine, Siege Engine
Deploy (Melee): Boost self by 4 and gain 2 Armor.
Deploy (Ranged): Spawn 2 Rowdy Dwarves on your Melee row.
Order: Give an allied unit 1 Armor.
Cooldown: 1
Machine, Siege Engine
Deploy (Melee): Boost self by 4 and gain 2 Armor.
Deploy (Ranged): Spawn 2 Rowdy Dwarves on your Melee row.
Order: Give an allied unit 1 Armor.
Cooldown: 1
Order: Split 4 damage randomly between all enemy units, ignoring their Armor.
Charges: 2

This ability adds 16 provisions to your deck's provisions limit.
Order: Split 4 damage randomly between all enemy units, ignoring their Armor.
Charges: 2

This ability adds 15 provisions to your deck's provisions limit.
Order: Spawn a Deafening Siren on an enemy row and damage it by 1.
Charges: 3
Once all Charges are used up, Spawn and play Arnjolf the Patricide.

This ability adds 15 provisions to your deck's provisions limit.
Order: Spawn a Deafening Siren on an enemy row and damage it by 1.
Charges: 3
Once all Charges are used up, Spawn and play Arnjolf the Patricide.

This ability adds 14 provisions to your deck's provisions limit.
Human, Cultist, Warrior
Whenever this unit is damaged by other non-status abilities, gain Bleeding for the same duration instead.
Order: Damage a unit by the duration of Bleeding on self, then Purify self. If it was an enemy unit, damage self by that amount. If it was an allied unit, boost self by that amount.
Human, Cultist, Warrior
Whenever this unit is damaged by other non-status abilities, gain Bleeding for the same duration instead.
Order: Damage a unit by the duration of Bleeding on self, then Purify self. If it was an enemy unit, damage self by that amount. If it was an allied unit, boost self by that amount.
Leader
Order: Spawn a Sea Jackal on an allied row.
Charges: 2

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Spawn a Sea Jackal on an allied row.
Charges: 2

This ability adds 15 provisions to your deck's provisions limit.
Human, Knight, Firesworn
Intimidate.
Deploy: Spawn and play a base copy of a bronze Firesworn unit from your hand.
Devotion: Boost it by 2.
Human, Knight, Firesworn
Intimidate.
Deploy: Spawn and play a base copy of a bronze Firesworn unit from your hand.
Devotion: Boost it by 2.
Human, Cutups
Insanity.
Deploy: Damage a boosted enemy unit by 6. Gain a Coin for each point of excess damage dealt.
Devotion: Damage an enemy unit instead.
Fee 3: Destroy an enemy unit with 3 or less power.
Human, Cutups
Insanity.
Deploy: Damage a boosted enemy unit by 6. Gain a Coin for each point of excess damage dealt.
Devotion: Damage an enemy unit instead.
Fee 3: Destroy an enemy unit with 3 or less power.
Crime, Crownsplitters
Play a bronze Dwarf or Crownsplitter unit from your deck. If you already control a Dwarf or Crownsplitter, also Spawn a Cleaver's Muscle on your Melee row.
Crime, Crownsplitters
Play a bronze Dwarf or Crownsplitter unit from your deck. If you already control a Dwarf or Crownsplitter, also Spawn a Cleaver's Muscle on your Melee row.
Dwarf, Crownsplitters
Deploy (Melee): Play a Crime from your deck.
Dwarf, Crownsplitters
Deploy (Melee): Play a Crime from your deck.
Human, Cutups
Insanity.
Fee 1: Summon all copies of self from your deck to this row.
Human, Cutups
Insanity.
Fee 1: Summon all copies of self from your deck to 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.