Version History

2021-07-06 v9.1.0      - playgwent News     Balance changes, Sunset Wanderers
2021-06-08 v9.0.0      - playgwent News     Price of Power Expansion
2021-05-06 v8.5.0      - playgwent News     Triss Journey
2021-04-01 v8.4.0      - playgwent News     Balance changes
2021-03-09 v8.3.0      - playgwent News     Familiar Faces
2021-02-09 v8.2.0      - playgwent News     Yen Journey
2021-01-08 v8.1.0      - playgwent News     Madoc, Tooltip fixes
2020-12-08 v8.0.0      - playgwent News     Way of the Witcher Expansion
2020-11-17 v7.4.1      - playgwent News     META SHAKEUP
2020-10-01 v7.3.0      - playgwent News     Artifact Removal, Balance changes
2020-09-01 v7.2.0      - playgwent News     Ability reworks, Balance changes
2020-08-10 v7.1.1      - playgwent twitter  SK Hotfix
2020-08-02 v7.1.0      - playgwent News     Ciri Journey
2020-07-07 v7.0.2      - playgwent News     Master Mirror Hotfix
2020-06-30 v7.0.0      - playgwent News     Master Mirror Expansion
2020-05-05 v6.2.0      - playgwent News     Balance changes
2020-04-02 v6.1.0      - playgwent News     New Abilities, Journey, Balance (Android is v6.0)
2020-03-03 v5.2.0      - playgwent News     Year of the Wererat, Balance changes
2020-02-04 v5.1.0      - playgwent News     Balance changes
2019-12-13 v5.0.1      - playgwent News     Merchants of Ofir Hotfix
2019-12-09 v5.0.0      - playgwent News     Merchants of Ofir Expansion
2019-10-28 v4.1.0      - playgwent News     Balance changes (29th iOS Release)
2019-10-09 v4.0.3      - playgwent News     Iron Judgment Balance Hotfix 
2019-10-02 v4.0.0      - playgwent News     Iron Judgment Expansion 
2019-08-30 v3.2.0      - playgwent News     Vampire Rework, Balance 
2019-07-31 v3.1.0      - playgwent News     NR Rework, Bronze Rebalance
2019-07-05 v3.0.1      - playgwent News     Syndicate Hotfix
2019-06-28 v3.0.0      - playgwent News     Novigrad Expansion
2019-05-30 v2.2.0      - playgwent News     User Experience Update
2019-04-30 v2.1.0      - playgwent News     Nilfgaard Update
2019-04-04 v2.0.1      - playgwent News     CC Dettlaff Hotfix
2019-03-28 v2.0.0      - playgwent News     Crimson Curse Expansion
2019-02-28 v1.3.0      - playgwent News     Seasonal Trees Update
2019-01-31 v1.2.0      - playgwent News     Thronebreaker Leaders Update
2019-01-10 v1.1.0      - playgwent News     Mulligan Update
2018-12-04 v1.0.1.26   - playgwent News     Console Release
2018-11-07 v1.0.0.15-2 - playgwent News     Artifact Provision Update
2018-10-23 v1.0.0.15   - playgwent News     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

New Content

Cards: 1
This card starts in the leftmost position of your hand.
At the beginning of your turn, while in hand, move self one position to the right then boost self by 1.
At the end of your turn, if you haven't passed and there are no cards to the right of this card, Summon self from your hand to a random allied row, then draw a card.

Changes

Cards: 62
Human, Mage
Deploy (Ranged): Reveal a random unit from your deck and damage an enemy unit by its power.
Human, Mage
Deploy (Ranged): Reveal a random unit from your deck and damage an enemy unit by its power.
Human, Mage
Deploy (Ranged): Reveal a random unit from your deck, then boost an allied unit by its power.
Human, Mage
Deploy (Ranged): Reveal a random unit from your deck, then boost an allied unit by its power.
Human, Mage, Druid
Deploy (Melee): Increase all row effect durations by 1.
Deploy (Ranged): Decrease all row effect durations by 1.
If you control Scepter of Storms, increase or decrease durations by 3 instead.
Human, Mage
Deploy (Melee): Increase all row effect durations by 1.
Deploy (Ranged): Decrease all row effect durations by 1.
If you control Scepter of Storms, increase or decrease durations by 3 instead.
Deploy (Melee): Boost self by 3.
Deploy (Ranged): Spawn a base copy of self in this row.
Bonded: Use both abilities.
Deploy (Melee): Boost self by 3.
Deploy (Ranged): Spawn a base copy of self in this row.
Bonded: Use both abilities.
Relict
Deploy: Choose a unit in your hand, then boost self by the total number of units in your hand which have the same primary category as that unit.
Relict
Deploy: Choose a unit in your hand, then boost self by the total number of units in your hand which have the same primary category as that unit.
Beast
No ability.
Beast
No ability.
Alchemy
Boost a unit by 5 and remove its Lock.
Alchemy
Boost a unit by 5 and remove its Lock.
Human, Soldier
Veil.
Human, Soldier
Veil.
Alchemy
Boost a unit by 6.
Alchemy
Boost a unit by 6.
Leader
Order: Move an enemy unit to the other row and Spawn Frost on its row for 2 turns. Charge: 2
Whenever you play a Wild Hunt unit, boost it by 1 if there's Frost in the opposite row.

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Move an enemy unit to the other row and Spawn Frost on its row for 2 turns. Charge: 2

This ability adds 15 provisions to your deck's provisions limit.
Wild Hunt
Echo.
Spawn Frost on both enemy rows for 3 turns.
Wild Hunt
Echo.
Spawn Frost on both enemy rows for 3 turns.
Beast
Deploy: Destroy an allied unit on this row. If there are no targets, destroy self.
Beast
Deploy: Destroy an allied unit on this row. If there are no targets, destroy self.
Ogroid
No ability.
Ogroid
No ability.
Relict
Deploy: Trigger a bronze allied unit's Deathwish ability.
Relict
Deploy: Trigger a bronze allied unit's Deathwish ability.
Wild Hunt
Choose one:
Spawn Frost on an enemy row for 4 turns.
Spawn Frost on both enemy rows for 2 turns.
Wild Hunt
Choose one:
Spawn Frost on an enemy row for 4 turns.
Spawn Frost on both enemy rows for 2 turns.
Sabbath: At the end of your turn, boost self by 2.
Sabbath: At the end of your turn, boost self by 2.
Organic
Damage an enemy unit by 3 and boost an allied unit by 3.
Organic
Damage an enemy unit by 3 and boost an allied unit by 3.
Insectoid
Melee: Whenever you play an Insectoid, gain 1 Armor.
Exposed: Destroy self.
Insectoid
Melee: 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 16 provisions to your deck's provisions limit.
Leader
Order: Create and play a card from your opponent's hand.

This ability adds 17 provisions to your deck's provisions limit.
Order: Boost an allied unit by 2. Charge: 3.
Once all Charges are used up, move a unit from your deck to the top.
Whenever you play a Soldier, give it 1 Armor for each adjacent Soldier.

This ability adds 16 provisions to your deck's provisions limit.
Order: Boost an allied unit by 2. Charges: 3.
Once all Charges are used up, move a Soldier from your deck to the top.
Whenever you play a Soldier, give it 1 Armor for each adjacent Soldier.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Lock an enemy unit and damage it by 3. Charge: 2.

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Lock an enemy unit and damage it by 3. Charge: 2.

This ability adds 16 provisions to your deck's provisions limit.
Human, Soldier
If moved to the top of your deck, Summon this unit to the melee row.
Human, Soldier
If moved to the top of your deck, Summon this unit to the melee row.
Human, Mage
Deploy (Ranged): Move any card from your deck to the top. If it's a unit, boost it by 2.
Human, Mage
Deploy (Ranged): Move any card from your deck to the top. If it's a unit, boost it by 2.
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.
Human, Mage, Agent
Deploy: Move a card in your deck to the top of it. If it was a Mage, Spawn The Guardian in this row.
If it was a special card, Spawn and play a Cow Carcass.
Human, Mage, Agent
Deploy: Move a card in your deck to the top of it. If it was a Mage, Spawn The Guardian in this row.
If it was a special card, Spawn and play a Cow Carcass.
Damage an enemy unit by 5.
Deathblow: If it wasn't a Token, Banish it and Spawn a base copy of it on top of opponent's deck.
Damage an enemy unit by 5.
Deathblow: Banish it and Spawn a base copy of it on top of the opponent's deck.
Human, Mage, Agent
Veil. Assimilate.
Deploy: Give an enemy unit Spying.
Human, Mage, Agent
Veil. Assimilate.
Deploy: Give an enemy unit Spying.
Human, Soldier, Knight
Deploy: Boost an enemy unit by 2.
Human, Soldier, Knight
Deploy: Boost an enemy unit by 2.
Witcher
Deploy: Give Bleeding (2) to an enemy unit.
Adrenaline 6: If it's not a Token, Spawn a base copy of that unit at the top of opponent's deck.
Witcher
Deploy: Give Bleeding (2) to an enemy unit.
Adrenaline 6: Spawn a base copy of that unit on top of the opponent's deck.
Human, Soldier
Exposed: Boost an enemy unit with the most power by 3.
Human, Soldier
Exposed: Boost an enemy unit with the most power by 3.
Create and play a bronze card from your opponent's faction.
Create and play a bronze card from your opponent's faction.
Construct, Token
No ability.
Construct, Token
No ability.
Order: Draw a Northern Realms card of your choice, then shuffle a card from your hand back into the deck and Spawn a Volunteer in your Melee row.
Charges: 2

This ability adds 15 provisions to your deck's provisions limit.
Order: Draw a Northern Realms card of your choice, then shuffle a card from your hand back into the deck and Spawn a Volunteer in your Melee row.
Charges: 2

This ability adds 16 provisions to your deck's provisions limit.
Machine, Siege Engine
Zeal.
Order (Melee): Give Bleeding for 4 turns to an enemy unit.
Order (Ranged): Move an enemy unit to the other row.
Crew: Combine both Order abilities.
Cooldown: 3.
Machine, Siege Engine
Deploy (Melee): Give Bleeding for 4 turns to an enemy unit.
Deploy (Ranged): Move an enemy unit to the other row.
Crew: Combine both Deploy abilities.
Human, Soldier
Shield.
Deploy: Spawn a base copy of this unit in this row.
Human, Soldier
Shield.
Deploy: Spawn a base copy of this unit in this row.
Machine, Siege Engine
Formation. Order: Damage a unit by 1. Cooldown: 1.
Resupply: Reduce the Cooldown by 1.
Machine, Siege Engine
Formation. Order: Damage a unit by 1. Cooldown: 1.
Resupply: Reduce the Cooldown by 1.
Human, Soldier
Deploy: Boost self by 6.
Exposed: Reset own power.
Human, Soldier
Deploy: Boost self by 6.
Exposed: Reset own power.
Deploy: Move an enemy unit to the left-most position on its row. Damage it by 1 for every card it passed.
Deploy: Move an enemy unit to the left-most position on its row. Damage it by 1 for every card it passed.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Damage 2 units by 1.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Damage 2 units by 1.
Deploy (Melee): Give an enemy unit Poison.
Order (Ranged): Give an allied unit Vitality for 3 turns.
Deploy (Melee): Give an enemy unit Poison.
Order (Ranged): Give an allied unit a Shield.
Harmony.
Deploy: Spawn an Elven Deadeye into this row.
Harmony.
Deploy: Spawn an Elven Deadeye into this row.
Deploy: Damage self by 1 for each non-Dwarf unit in your hand.
Deploy: Damage self by 1 for each non-Dwarf unit in your hand.
Every allied turn, on turn end, boost self by 1 if this unit is boosted.
Every allied turn, on turn end, boost self by 1 if this unit is boosted.
Tactic
Damage an enemy unit by 3.
Deathblow: Spawn an Elven Deadeye in a random row.
Tactic
Damage an enemy unit by 3.
Deathblow: Spawn an Elven Deadeye in a random row.
Order: Spawn Rain on an enemy row for 2 turns and a Deafening Siren on the opposite row. Charge: 2.

This ability adds 15 provisions to your deck's provisions limit.
Order: Spawn Rain on an enemy row for 2 turns and a Deafening Siren on the opposite row. Charge: 2.

This ability adds 14 provisions to your deck's provisions limit.
Beast, Cursed, Pirate
If this unit moves to the graveyard during the round, Summon it to the melee row and give it Doomed.
Beast, Cursed
If this unit moves to the graveyard during the round, Summon it to the melee row and give it Doomed.
Human, Pirate
Deploy: Give 2 Armor to an allied unit. If you control a Ship gain Zeal.
Order: Give 1 Armor to an allied unit.
Cooldown: 1
Human, Pirate
Deploy: Give 2 Armor to an allied unit. If you control a Ship gain Zeal.
Order: Give 1 Armor to an allied unit.
Human, Pirate
Deploy: Move the top card from your deck to your graveyard.
Cancel the ability if you control a Ship.
Human, Pirate
Deploy: Move the top card from your deck to your graveyard.
Cancel the ability if you control a Ship.
Beast
Deploy: Damage an allied unit by 2.
Beast
Deploy: Damage an allied unit by 2.
Human, Warrior
Deploy: Damage self by 3.
Berserk 3: Heal self.
Human, Warrior
Deploy: Damage self by 3.
Berserk 2: Heal self.
Human, Warrior
Bloodthirst 1: At the end of your turn, boost self by 1.
Human, Warrior
Bloodthirst 1: At the end of your turn, boost self by 1.
Human, Cultist, Warrior
Deploy, Bloodthirst 3: Lock self.
Berserk 3: Destroy self.
Human, Cultist, Warrior
Deploy, Bloodthirst 3: Lock self.
Berserk 3: Destroy self.
Human, Cultist
At the end of every allied turn, Heal the unit to the left by 1 and damage the unit to the right by 1.
Human, Cultist
At the end of every allied turn, Heal the unit to the left by 1 and damage the unit to the right by 1.
Leader
Order: Gain 9 Coins, then boost an allied unit by any excess amount gained.
Whenever an allied unit gives you Coins, boost it by any excess amount gained.

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Gain 9 Coins, then boost an allied unit by any excess amount gained.
Whenever an allied unit gives you Coins, boost it by any excess amount gained.

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 14 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, Cutups
Insanity.
Deploy: Damage a boosted enemy unit by 6. Gain a Coin for every point of excess damage dealt.
Devotion: Damage an enemy unit instead.
Fee 3: Destroy an enemy unit with 3 power or less.
Human, Cutups
Insanity.
Deploy: Damage a boosted enemy unit by 6. Gain a Coin for every point of excess damage dealt.
Devotion: Damage an enemy unit instead.
Fee 3: Destroy an enemy unit with 3 power or less.
Human, Agent, Blindeyes
Profit 2.
Increase the Profit by 1 for each allied Sly Seductress.
Tribute 5: Spawn a Sly Seductress in this row.
Human, Agent, Blindeyes
Profit 2.
Tribute 5: Spawn a Sly Seductress and Summon her to this row.
Insectoid, Cutups
Insanity.
Fee 1: Damage an enemy unit by 1.
Cooldown: 1.
Insectoid, Cutups
Insanity.
Fee 1: Damage an enemy unit by 1.
Cooldown: 1.
Crownsplitters, Cutups
Insanity.
Fee 1: Give an enemy unit Bleeding for 1 turn. If it's boosted, damage it by 1 instead.
Crownsplitters, Cutups
Insanity.
Fee 1: Give an enemy unit Bleeding for 1 turn. If it's boosted, damage it by 1 instead.
Necrophage, Cutups
Deploy: On turn end, destroy self.
Tribute 1: Cancel the Deploy ability.
Necrophage, Cutups
Deploy: On turn end, destroy self.
Tribute 1: Cancel the Deploy ability.
Dwarf, Crownsplitters
Shield.
Dwarf, Crownsplitters
Shield.
Crime, Firesworn
Profit 3.
Spawn a Flaming Rose Footman in an allied row.
Crime, Firesworn
Profit 3.
Spawn a Flaming Rose Footman in an allied row.