Version History

2021-10-05 v9.4.0      - playgwent News     Price of Power Part 3
2021-09-02 v9.3.0      - playgwent News     Balance Changes
2021-08-03 v9.2.0      - playgwent News     Price of Power Part 2
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: 26
Resilience.
Deploy: Spawn and play a Bonded unit from your starting deck.
Order: Spawn and play Golden Froth.
Human, Mage
Deploy: Shuffle a special card from your graveyard to your deck. If it was a bronze also shuffle one additional copy of that special.
Relict
Deploy (Sabbath): Gain Zeal.
Order: Consume a 4 provision unit, then increase the provision value by 1.
Cooldown: 2
Summon up to 3 highest-power units from your opponent's graveyard to an enemy row, then Summon as many highest-power Monster units from your graveyard to the opposite row and give them Doomed.
Relict
Deploy: Summon a bronze unit from your opponent's graveyard to the opposite row, then Summon a bronze unit of equal or less provisions from your graveyard to this row.
Relict
Deploy: Spawn a base copy of self in your graveyard.
Bonded: Spawn a base copy of self on this row instead.
Human, Mage, Agent
Deploy: Swap a card from your opponent's graveyard with a card in your hand.
Human, Mage
Deploy (Melee): Create and play a bronze special card from your opponent's faction.
Deploy (Ranged): Play a bronze special card from your opponent's graveyard.
Human, Mage
Assimilate.
Order: Spawn a base copy of the last card that went to your opponent's graveyard on top of your deck.
Human, Mage, Soldier
Deploy: Spawn a base copy of a bronze unit from your opponent's graveyard on the right of this card and set its power to 1.
Bonded: Don't set its power to 1.
Resilience.
Deploy: Spawn and play Runeword.
Order: Spawn a base copy of the last played allied bronze Mage on this row.
Machine, Mage, Siege Engine
Order: Play a bronze unit from your hand, then draw a card.
Cooldown: 5
Crew: Whenever you play a unit next to this card, damage a random enemy unit by 2.
Mages contribute to this card's Crew ability.
Human, Mage
Deploy: If both values are equal to or higher than 4, gain Zeal.
Order (Melee): Damage an enemy unit by 0.
Order (Ranged): Boost an allied unit by 0.
Values correspond to the highest Patience achieved by your Ban Ard Student or Aretuza Student cards.
Human, Mage
Patience.
Order: Gain Vitality for [0] turns.
Bonded: Also gain Resilience.
Deploy (Melee): Create and play a Scoia'tael special card with a provision cost equal to this unit's power.
Deploy (Ranged): Create and play a Scoia'tael special card with a provision cost equal to or lower than this unit's power.
Relict
Whenever this card is boosted in your hand, boost a random different unit in your hand by the same amount.
Devotion: This card always starts in your hand.
Create and play a bronze Dol Blathanna Elf, then, depending on the position of chosen unit, boost the left-most, random, or the right-most unit in your hand by 2.
Deploy: Give an enemy unit Bleeding equal to the amount of boost on this card.
Bonded: Damage it instead.
Beast
Deploy: Play a Skellige unit from your graveyard with a provision cost of 10 or less and give it Doomed, then Spawn Rain on the opposite row with a duration equal to unused provisions.
Human, Cursed, Cultist, Pirate
This card starts in your graveyard.
When played or Summoned from your graveyard, trigger all remaining Rain and Storm on the opponent's side of the battlefield.
Whenever Rain or Storm damages enemy units, boost self by the damage dealt.
Deploy (Bonded): Increase this card's base power by 2.
Order: Damage self by 4 and Spawn Rain for 2 turns on an enemy row.
Human, Witch Hunter
Profit 0.
Deploy: Boost self by 0.
Boost is equal to the base power of the last destroyed enemy unit with a Bounty.
Whenever you place a Bounty on an enemy unit, increase this unit's Profit by 1.
Human, Witch Hunter
Deploy: Draw up to 2 of Octavia's sons to your hand, then shuffle back the same number of cards.
Crime
Damage an enemy unit by 3. Increase the damage by 1 for every Witch Hunter on your side of the battlefield.
Deathblow: Place a Bounty on the highest-power enemy unit.
Profit 1.
Deploy: Damage an enemy unit by 1.
Bonded: Increase Profit and damage by 1.

Changes

Cards: 35
Spell
Create and play a gold unit from any faction.
Spell
Create and play a gold unit from any faction.
Human, Knight
Deploy: Purify all other units.
Human, Knight
Deploy: Purify all other units.
Human
Deploy: Purify a unit.
Human
Deploy: Purify a unit.
Relict
Zeal.
Order: Banish a bronze unit from your graveyard and boost self by its power, then Summon a copy of it from your deck to this row.
Sabbath: Play the copy instead.
Relict
Zeal.
Order: Banish a bronze unit from your graveyard and boost self by its power, then Summon a copy of it from your deck to this row.
Sabbath: Play the copy instead.
Deploy (Melee): Give Bleeding (3) to an enemy.
Deploy (Ranged): Purify a unit.
Deploy (Melee): Give Bleeding (4) to an enemy.
Deploy (Ranged): Purify a unit.
Necrophage
Deathwish: Damage a random enemy unit by 5.
Necrophage
Deathwish: Damage a random enemy unit by 4.
Elf, Wild Hunt
Deploy: Purify an enemy unit.
Dominance: Purify a unit instead.
Elf, Wild Hunt
Deploy: Purify an enemy unit.
Dominance: Purify a unit instead.
Tactic
Give Spying to an enemy unit and damage adjacent units by its power.
Tactic
Choose an enemy unit, then damage adjacent enemy units by its power.
Human, Soldier
Deploy: Look at the top 3 cards of your deck and put one on top, then swap the top card of your opponent's deck with yours.
Human, Soldier
Deploy (Melee): Reveal a random unit from your opponent's deck and boost self by its power.
Deploy (Melee): Reveal a random unit from your opponent's deck and boost self by its power.
Deploy: Look at the top 3 cards of your deck and put one on top, then swap the top card of your opponent's deck with yours.
Human, Mage
Order: Boost an allied unit by 4.
Whenever you play a Northern Realms unit, give it Zeal.
Human, Mage
Order: Boost an allied unit by 5.
Inspired: Whenever you play a Northern Realms unit, give it Zeal.
Human, Mage
Zeal.
Order: Give Vitality to adjacent units for the duration equal to their base power.
Human, Mage
Zeal.
Order: Give Vitality to adjacent units for the duration equal to their base power.
Human, Mage
Disloyal.
Deathwish: Damage all units on this row by 3.
Human, Mage
Disloyal.
Deathwish: Damage all units on this row by 2.
Human, Knight
Zeal.
Order: Purify adjacent units.
Human, Knight
Deploy: Purify adjacent units.
Specter, Mage, Cursed
Zeal. Order: Destroy a unit's Shield then boost self by 2.
Cooldown: 1.
Specter, Mage, Cursed
Zeal. Order: Destroy a unit's Shield then boost self by 2.
Cooldown: 2.
Human, Soldier
At the end of your turn, boost a unit to the right by 1.
Human, Soldier
At the end of your turn, boost a unit to the right by 1.
Deploy: Boost an allied Elf, Dwarf, and Dryad unit by 3.
Deploy: Boost an allied Elf, Dwarf, and Dryad unit by 2.
Dwarf, Warrior
Deploy (Melee): Spawn 2 Rowdy Dwarves in this row.
Deploy (Ranged): Boost all allied Rowdy Dwarves by 2.
Dwarf, Warrior
Deploy (Melee): Spawn 2 Rowdy Dwarves in this row.
Deploy (Ranged): Boost all allied Rowdy Dwarves by 2.
Deploy (Melee): Purify a unit.
Deploy (Ranged): Give an allied unit Vitality for 3 turns.
Deploy (Melee): Purify a unit.
Deploy (Ranged): Give an allied unit Vitality for 4 turns.
Barricade: At the end of your turn, damage self by 1 then damage a random enemy unit by 1.
Barricade: At the end of your turn, damage self by 1 then damage a random enemy unit by 1.
Deploy: Purify an allied unit.
If you control an Elf, Purify any unit instead.
Deploy: Purify an allied unit.
If you control an Elf, Purify any unit instead.
Human, Cultist, Druid
Deploy: Play a 4 provision Cultist from your deck.
Ranged: Whenever a unit is played, damage it by half its power.
Human, Cultist, Druid
Ranged: Whenever a unit is played, damage it by half its current power.
Summon a Skellige unit from your graveyard to an allied row and give it Doomed.
Summon a Skellige unit from your graveyard into an allied row.
Human, Cultist, Warrior
Berserk 2: Transform into a Champion of Svalblod.
Human, Cultist, Warrior
Berserk 2: Transform into a Champion of Svalblod.
Human, Druid
Zeal. Order (Ranged): Purify a unit.
Refresh this ability whenever you play an Alchemy card.
Human, Druid
Zeal. Order (Ranged): Purify a unit.
Refresh this ability whenever you play an Alchemy card.
Human, Cultist, Druid
Order: Spawn Rain for 2 turns on an enemy row.
At the end of your turn, if there is Rain on the opposite row, boost the unit to the right by 1. If there is Storm on the opposite row, boost adjacent units by 1 instead.
Human, Cultist, Druid
Order: Spawn Rain for 2 turns on an enemy row.
At the end of your turn, if there is Rain on the opposite row, boost the unit to the right by 1. If there is Storm on the opposite row, boost adjacent units by 1 instead.
Human, Druid
Deploy: Boost adjacent Beasts by 2.
Human, Druid
Deploy: Boost adjacent Beasts by 2.
Machine, Ship
Zeal.
Order (Ranged): Damage self and an enemy unit by 1.
Cooldown: 1.
Machine, Ship
Zeal.
Order (Ranged): Damage self and an enemy unit by 1.
Cooldown: 1.
Human, Cultist, Warrior
Deploy: Damage an allied unit by 2, then give an enemy unit Bleeding for 3 turns.
Human, Cultist, Warrior
Deploy: Damage an allied unit by 2, then give an enemy unit Bleeding for 3 turns.
Machine, Ship
Deploy: Move an enemy unit to the other row, then damage it by the number of units on that row.
Move an enemy to the other row and damage it by the number of units on that row.
Leader
Order: Damage an enemy unit by 8, then gain Coins equal to any excess damage dealt.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Damage an enemy unit by 8, then gain Coins equal to any excess damage dealt.

This ability adds 15 provisions to your deck's provisions limit.
Human, Cultist, Pirate, Tidecloaks
Deploy: Move an enemy unit to the other row and give it Bleeding (2).
Increase Bleeding by 1 for each adjacent Pirate.
Human, Cultist, Pirate, Tidecloaks
Deploy: Move an enemy unit to the other row and give it Bleeding (2).
Increase Bleeding by 1 for each adjacent Pirate.
Dwarf, Crownsplitters
Deploy: Boost self by 0.
Increase the boost by 1 for every special card you played this game. Boost cannot exceed 12.
Dwarf, Crownsplitters
Deploy: Boost self by 0.
Increase the boost by 1 for every special card you played this game.
Human, Witch Hunter
Deploy: Boost all allied Witch Hunters by 1.
Tribute 3: Boost all allied Witch Hunters in hand, deck and on the battlefield by 1 instead.
Human, Witch Hunter
Deploy: Boost all allied Witch Hunters by 1.
Tribute 3: Boost all allied Witch Hunters in hand, deck and on the battlefield by 1 instead.
Machine, Crownsplitters
Profit 2.
Fee 2: Damage an enemy unit by 1.
If you played a Crime this turn, damage an enemy unit by 3 instead.
Machine, Crownsplitters
Profit 1.
Fee 2: Damage an enemy unit by 1.
Increase damage by 1 for each adjacent Crownsplitter.