Version History

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

New Content

Cards: 9
No ability.
Leader
Order: Spawn and play Gernichora's Fruit.
Every allied turn, on turn start, refresh this ability if you do not control any Fruits.
Doomed.
Thrive.
Order: Seize an enemy unit with 3 or less power.
This value is raised by 1 for every 4 Tactic cards in your starting deck.
Leader
Order: Boost an allied unit by 1.
Cooldown: 2.
Leader
Order: Transform a face-up allied Trap into an Elven Deadeye.
Charge: 3.
Doomed.
Order: Spawn and play Arnjolf the Patricide.
Human, Warrior
Doomed.
Spawn 3 Deafening Sirens on the opposite row and damage them by 1.

Changes

Cards: 58
Beast
Deploy, Melee: Lock a unit.
Deploy, Ranged: Remove a unit's Lock.
Beast
Deploy, Melee: Lock a unit.
Deploy, Ranged: Remove a unit's Lock.
Human, Bandit
Deploy: Spawn and play a random artifact from your opponent's starting deck.
Human, Bandit
Order: Play a random artifact from your opponent's deck.
Lock a unit and restore it to its base power.
Lock a unit and restore it to its base power.
Elf, Mage
Order, Ranged: Give an ally Immune.
Elf, Mage
Order: Give an allied unit Immune.
Choose a unit. If it's boosted, damage it by double the amount boosted. If it's damaged, boost it by double the amount damaged.
Choose a unit. If it's boosted, damage it by double the amount boosted. If it's damaged, boost it by double the amount damaged.
Relict
Deploy: Damage a unit by 4. If you control Unicorn, double that amount.
Relict
Deploy: Damage a unit by 4. If you have Unicorn in hand, double that amount.
Human, Mage
Deploy: Lock a unit.
Human, Mage
Deploy: Lock a unit.
Melee: Every allied turn, on turn end, boost self by 1.
Melee: Every turn, on turn end, boost self by 1.
Deploy, Melee: Damage an enemy by 3. If its power was a multiple of 3, destroy it instead.
Deploy, Melee: Damage an enemy by 3. If its power was a multiple of 3, destroy it instead.
Witcher
Deploy: Restore all units on a row to their base power.
Witcher
Deploy: Restore all units on a row to their base power.
Human, Bandit
Deploy, Melee: Damage an enemy and all copies of it by 3.
Human, Bandit
Deploy, Melee: Damage an enemy and all copies of it by 3.
Reach: 2
Beast
On round start, if Phoenix is in your graveyard, Banish it, then Spawn Phoenix Hatchling and Summon it to a random allied row.
Beast
On round start, if Phoenix is in your graveyard, Banish it, then Spawn Phoenix Hatchling and Summon it to a random allied row.
Order, Melee: Drain all boost from an enemy unit.
Deploy, Melee: Drain all boosts from an enemy.
Row Effect:
For 2 enemy turns, on turn start, damage all units on this row by 1.
Apply this row effect to an enemy row:
For 2 turns, on turn start, damage all units on this row by 1.
Zeal.
Order: Play a unit from your deck whose Provision Cost is less than or equal to Summoning Circle's Charge count, then remove all Charges.
Charge: 1.
Every allied turn, on turn start, gain 1 Charge.
Zeal.
Order: Play a unit from your deck whose Recruit Cost is less than or equal to Summoning Circle's Charge count, then remove all Charges.
Charge: 0.
Every turn, on turn start, gain 1 Charge.
Relict
Deploy: Boost a unit by 4. If you control Chironex, double that amount.
Relict
Deploy: Boost a unit by 4. If you have Chironex in hand, double that amount.
Destroy all artifacts.
Destroy all artifacts.
Human, Agent
Deploy, Melee: Banish up to 3 cards in your opponent's graveyard.
Deploy, Ranged: Banish up to 3 cards in your graveyard.
Human, Agent
Deploy, Melee: Banish up to 3 cards in your opponent's graveyard.
Deploy, Ranged: Banish up to 3 cards in your graveyard.
Deploy, Melee: Spawn and play Duda: Agitator.
Deploy, Ranged: Spawn and play Duda: Companion.
Deploy, Melee: Spawn and play Duda: Agitator.
Deploy, Ranged: Spawn and play Duda: Companion.
Row Effect:
For 4 enemy turns, on turn start, damage the lowest unit on this row by 2.
Apply this row effect to an enemy row:
For 4 turns, on turn start, damage the lowest unit on this row by 2.
Row Effect:
For 4 enemy turns, on turn start, damage the highest unit on this row by 2.
Apply this row effect to an enemy row:
For 4 turns, on turn start, damage the highest unit on this row by 2.
Zeal.
Order: Damage an enemy unit by 1.
Refresh this ability whenever you play a unit.
Zeal.
Order: Damage a unit by 1.
Cooldown: 1.
Row Effect:
For 4 enemy turns, on turn start, damage 2 random units on the row by 1.
Apply this row effect to an enemy row:
For 4 turns, on turn start, damage 2 random units on the row by 1.
Zeal.
Order: Boost a unit by 1.
Refresh this ability whenever you play a unit.
Zeal.
Order: Boost a unit by 1.
Cooldown: 1.
Leader
Whenever an allied unit is destroyed during your turn, Spawn an Arachas Drone and Summon it to a random allied row.
Leader
Whenever an allied unit is destroyed during your turn, Spawn an Arachas Drone and Summon it to a random allied row.
Leader
Order: Trigger an ally's Deathwish ability.
On round start, refresh this ability.
Leader
Order: Trigger an ally's Deathwish ability.
On round start, refresh this ability.
Beast
Deploy: If you control the highest unit, damage an enemy by 5.
Reach: 2
Beast
Deploy: If you control the highest unit, damage an enemy by 5.
Reach: 2
Necrophage
Deploy, Melee: Consume a unit from your opponent's graveyard.
Deploy, Ranged: Consume a unit from your graveyard.
Necrophage
Deploy, Melee: Consume a unit from your opponent's graveyard.
Deploy, Ranged: Consume a unit from your graveyard.
Order: Move an allied unit or artifact back to your hand, then play a card.
Order: Move an allied unit or artifact back to your hand, then play a card.
Human, Mage
Deploy, Melee: Spawn The Guardian and place it at the top of your opponent's deck.
Human, Mage
Deploy, Melee: Spawn The Guardian and place it at the top of your opponent's deck.
Human
Deploy, Melee: Move an enemy to the other row.
Deploy, Ranged: Destroy an enemy artifact.
Human
Deploy, Melee: Move an enemy to the other row.
Deploy, Ranged: Destroy an enemy artifact.
Witcher
Deploy, Melee: Lock a unit.
Deploy, Ranged: Gain 1 additional redraw.
Witcher
"Well, my plan's in shambles. I should really disappear."
(Letho's ability will return soon.)
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, Soldier
Order: Damage an enemy by 2.
Charge: 1.
Gain 1 Charge whenever you play a Spying unit.
Reach: 2
Human, Soldier
Order: Damage an enemy by 2.
Charge: 1.
Gain 1 Charge whenever you play a Spying unit.
Reach: 2
Human, Agent
Melee: On round end, shuffle this unit into your opponent's deck.
Human, Agent
Melee: On round end, shuffle this unit into your opponent's deck.
Human, Soldier
Every allied turn, on turn end, boost self by 1 if this is the only card on this row.
Human, Soldier
On turn end, boost self by 1 if this is the only card on this row.
Human, Knight
Deploy: Boost an enemy unit by 2.
Human, Knight
Deploy: Boost an enemy by 2. If there are no enemy units, destroy self.
Machine
Deploy, Ranged: Spawn and play a Cow Carcass.
Machine
Deploy, Ranged: Spawn and play a Cow Carcass.
Human, Soldier
Deploy, Melee: Reveal a random unit from your opponent's deck and boost self by its power.
Human, Soldier
Deploy, Melee: Reveal a random unit from your opponent's deck and boost self by its power.
Human, Knight
Order, Melee: Damage a unit by 1.
Cooldown: 1.
If you control Vandergrift's Blade, damage a unit by 2 instead.
Human, Knight
Order, Melee: Damage a unit by 1.
Cooldown: 1.
If you control Vandergrift's Blade, damage a unit by 2 instead.
Whenever you play a Soldier on this row, boost it by 2.
Whenever you play a Soldier on this row, boost it by 2.
Human
Deploy: Boost adjacent units by 2.
Human
Deploy: Boost adjacent units by 2.
Machine
Order, Ranged: Damage 3 adjacent enemies by 1.
Charge: 1.
Machine
Order, Ranged: Damage a unit by 1. If it was destroyed, damage units adjacent to it by 1.
Charge: 1.
If you have 4 or more Traps in your starting deck, play 2 of them at random.
If you have 4 or more Traps in your starting deck, play 2 of them at random.
Ambush: When your opponent passes, boost adjacent units by 4.
Ambush: When your opponent passes, boost adjacent units by 4.
Order: Boost the unit on the left by 3, or give the unit on the right Immune.
Order: Boost the unit on the left by 4, or give the unit on the right Immune.
Elf
Zeal.
Order: Destroy self and all other units with the same power.
Elf
Zeal.
Order: Destroy all other units with the same power as Schirrú.
Deploy, Melee: Destroy a unit with power less than or equal to the number of Dwarf allies.
Deploy, Melee: Destroy a unit with power less than or equal to the number of Dwarf allies.
Ambush: After 2 allied turns, on turn end, damage all enemy units on the row with the most units by 2.
Zeal.
Order: Flip this card over and damage all units on a row by 1.
Ambush: After 3 turns, on turn end, damage all enemy units on the row with the most units by 2.
Zeal.
Order: Flip this card over and damage all units on a row by 1.
Ambush: Damage the next unit your opponent plays by 5.
Zeal.
Order: Flip this card over and damage a unit by 3.
Ambush: Damage the next unit your opponent plays by 5.
Zeal.
Order: Flip this card over and damage a unit by 3.
Order: Discard a card, then draw a card.
On round start, refresh this ability.
Whenever you Discard a card, damage a random enemy by 1.
Order: Discard a card, then draw a card.
On round start, refresh this ability.
Whenever you Discard a card, damage a random enemy by 1.
Order: Split 8 damage randomly between all enemies.
Order: Split 8 damage randomly between all enemies.
Human
Deploy, Ranged: Move up to 3 cards from your deck to your graveyard.
Human
Deploy, Ranged: Move up to 3 cards from your deck to your graveyard.
Human, Warrior
Deploy: If Jutta an Dimun is the highest unit, damage self by 6.
Human, Warrior
Deploy: If Jutta an Dimun is the highest unit, damage self by 6.
Beast, Cursed
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.
Spell
Heal all units on a row.
Spell
Heal all units on a row.
Human
Deploy: Damage an undamaged enemy by 4.
Human
Deploy: Damage an undamaged enemy by 4.
Reach: 2
Human
Order: Heal an ally by 2.
Charge: 1.
Gain 1 Charge whenever an adjacent unit takes damage.
Human
Order: Heal an ally by 1.
Charge: 1.
Gain 1 Charge whenever an adjacent unit takes damage.

Balance changes only. No bug fixes.
If you spot an error let me know, I sometimes screw up the color or miss a card.

Buff
Nerf
Rework, Adjustment