Version History

2024
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)

New Content

Cards: 19
After Dagon has been worshipped 4 times, Spawn Dagon: Promised on your Melee row and Banish self.
Doomed.
Deploy: Infuse 5 units in your deck with "Deathwish: Boost the lowest-power allied unit by 2 and worship Dagon" and Spawn Call of the Depths in your graveyard.
Order: Consume an allied unit.
Whenever you play a Deathwish unit, boost it by 1.
When in hand or deck, evolve after you win a round.
Relict
Doomed.
At the end of turn, increase the Counter by 1.
Deathwish: Trigger abilities up to the Counter's value.
1 - Summon the lowest-power bronze Deathwish unit from your graveyard to this row.
2 - Boost all allied units in this row by 1.
3 - Spawn Storm for 2 turns on the opposite row.
4 - Damage the 2 lowest-power enemy units by 2.
5 - Spawn a base copy of self in your hand.
Counter: 1
Cursed
Summon 2 Monsters units without Veil from your deck to an allied row, then give them Doomed and Rupture.
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 in 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.
When in hand or deck, evolve after you win a round.
Human, Cleric, Aristocrat
Doomed.
Assimilate.
Deploy: Return an allied unit to your hand and give it Doomed, excluding self, then play a card.
Resilience.
Order: Look at the top 2 cards from your deck, and choose one to move to the bottom.
If it was an Agent, give an enemy unit Spying. If it was an Aristocrat, give an enemy unit Bleeding (2).
Whenever you play an Aristocrat, refresh the Order.
While in deck, when you play a gold Aristocrat, summon self to your Melee row.
Relict
Deploy: Boost an allied unit by 5.
Whenever this unit is put back into your deck, trigger an ability of the cycle:
Maiden - Boost all allied units by 0.
Mother - Spawn a random 4-provision Northern Realm unit on a random allied row.
Crone - Increase other values by 1.
At the beginning of each Round, restart the cycle.
Doomed. Immunity. Resilience.
Deploy: Create a legendary unit from your faction that is not in your starting deck 3 times, then shuffle them into your deck.
Order: Draw a unit of your choice and boost it by your hand size, then shuffle a card back to your deck.
When in hand or deck, evolve after you win a round.
Doomed. Immunity. Resilience.
Deploy: Shuffle an allied unit back to your deck, then shuffle an enemy unit of the same power or less back to your opponent's deck.
Order: Play the shuffled unit from your deck.
Doomed.
Harmony.
Deploy: Boost the lowest power allied unit of each unique Scoia'tael primary category you control by 2.
Whenever you play a Scoia'tael unit of a primary category you don't control, boost it by 2.
Doomed.
Harmony.
At the end of your turn, boost all Scoia'tael units in your hand with primary categories that you don't control by 1.
When in hand or deck, evolve after you win a round.
Relict
Harmony.
Whenever you play another Relict, Spawn and play Loc Feainn: Convergence.
Human, Warrior
Doomed.
Deploy: Move a bronze Skellige unit from your graveyard to your hand, then Discard a card.
The first time a bronze unit leaves your graveyard each allied turn, boost it by its base power.
Human, Warrior
Doomed.
Deploy: Damage an enemy unit by the difference between its base and current power.
Deathblow: Gain Resilience.
When in hand or deck, evolve after you win a round.
Beast
Deploy: Damage all units by 1.
Whenever a Bear Abomination enters your side of the battlefield, repeat the Deploy ability.
The first time you deal 6 damage to units each turn, Spawn Svalblod Fanatic on this row.
Human, Firesworn, Cleric
Doomed.
Deploy: Boost self by 1 for each unit you control and gain a Coin for each Firesworn card you control.
When in hand or deck, evolve after you win a round.
Human, Firesworn, Cleric
Doomed.
Insanity.
Deploy: Damage an enemy unit by the number of Firesworn cards on this row.
Fee 2: Damage an enemy unit by 1.
Berserk 1: Boost all allied Firesworn units by 1 and damage all enemy units by 1, then destroy self.
Resilience.
Profit 0.
Increase the Profit by 1 for each Crime in your starting deck.
Deploy: Create a bronze Crime with provisions equal or less to the excess Coins gained from the Profit.
Whenever you gain Coins, gain Counters equal to excess amount gained.
At the end of your turn, lower the Counter by 1 and gain a Coin.
Counter: 0

Changes

Cards: 19
Order: Play a bronze unit from your hand, then look at the top 3 units from your deck and draw 1.
Order: Play a bronze unit from your hand, then draw a unit of your choice.
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.
Relict
Deploy: Boost 3 units in your deck by 2.
Increase the number of targets by 1 for each Offering in your starting deck.
Relict
Deploy: Boost 3 units in your deck by 2.
The first time you play a unit on your side of the battlefield each turn:
- If it is odd-power, boost it by 1 for each adjacent even-power unit.
- If it is even-power, boost it by 1 for each adjacent odd-power unit.
Whenever you play a unit with odd power, boost it by 1 for each adjacent even-power unit.
Whenever you play a unit with even power, boost it by 1 for each adjacent odd-power unit.
Relict
Deploy (Melee): Choose a unit in your hand, then boost self by the number of units in your hand with the same primary category.
Deploy (Ranged): Boost self by 1 for each unique primary category among units in your hand.
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.
Destroy a unit with 4 power or less, then boost an allied unit in your deck by 2.
Damage a unit by 1.
Deathblow: Play a bronze unit from your graveyard and give it Doomed.
Insectoid
Deathwish: Summon self from your graveyard to your Melee row and Consume your lowest-power unit, excluding self.
Insectoid
Deathwish: On allied turn end, Summon this unit from your graveyard to a random allied row.
Leader
Order: Lock an enemy unit, then spawn its base copy in the opposite row and boost it by the number of enemy units with a status on the Locked unit's row.
Whenever you play an Aristocrat on your side of the battlefield, if there are at least 4 different statuses on your opponent's side of the battlefield, boost it by 1.

This ability adds 15 provisions to your deck's provision limit.
Leader
Order: Lock an enemy unit, then Spawn its base copy in the opposite row and boost it by the number of enemy units with a status on the Locked unit's row.

This ability adds 15 provisions to your deck's provision limit.
Human, Soldier
Immunity.
At the end of your turn, Infuse a random enemy unit with "Whenever this unit receives a status, damage self by 1".
Whenever this card enters the battlefield, your opponent draws a card.
If your opponent has passed or their hand is full, damage self by 12 instead.
Human, Soldier
Immunity.
At the end of your turn, Infuse a random enemy unit with "Whenever this unit receives a status, damage self by 1".
Whenever this card enters the battlefield, your opponent draws a card.
If your opponent has passed or their hand is full, damage self by 12 instead.
Witcher
Deploy: Swap this unit's power with an enemy unit.
Adrenaline 2: Damage an enemy unit by 4 instead.
Witcher
Deploy: Swap this unit's power with an enemy unit.
Adrenaline 2: Damage an enemy unit by 4 instead.
Human, Knight
Deploy: Boost self by the number of allied Knights on this row, then boost self and an enemy unit by half of both units' power.
Order, Grace 14: Move all statuses from an enemy unit to self.
Human, Knight
Deploy: Boost self and an enemy unit by half of their combined power.
Order, Grace 14: Move all statuses from an enemy unit to self.
Human, Knight
Deploy: Boost an enemy unit by 3, then boost self by 3.
Order: Boost self by the last boost you gave to an enemy unit this round.
Human, Knight
Deploy: Boost an enemy unit by 3, then boost self by 3.
Order: Boost self by the last boost you gave to an enemy unit this round.
Human, Knight
Deploy: Choose an unboosted enemy unit, then play the top card from your deck and boost that unit by that card's provision cost.
If you control Milton de Peyrac-Peyran, you may choose from the top 3 cards of your deck instead.
Human, Knight
Deploy: Choose an unboosted enemy unit, then play the top card from your deck and boost that unit by that card's provision cost.
If you control Milton de Peyrac-Peyran, you may choose from the top 3 cards of your deck instead.
Human, Soldier
Deploy: Look at the top 3 units in your opponent's deck, then choose one and gain Armor equal to its power.
Order: Lose all Armor and look at the top units in your deck up to that amount, then choose one and gain Vitality equal to its power. If it's a bronze Soldier, boost self by its power instead.
Human, Soldier
Deploy: Look at the top 3 units in your opponent's deck, then choose one and gain Armor equal to its power.
Order: Lose all Armor and look at the top units in your deck up to that amount, then choose one and gain Vitality equal to its power. If it's a bronze Soldier, boost self by its power instead.
Location
Resilience.
Deploy: Spawn and play Griffin Witcher Adept, Griffin Witcher, Griffin Witcher Mentor or Griffin Witcher Ranger.
Order: Boost a unit in your deck by 3.
Location
Resilience.
Deploy: Spawn and play Griffin Witcher Adept, Griffin Witcher, Griffin Witcher Mentor or Griffin Witcher Ranger.
Order: Boost a unit in your deck by 3.
Deploy: Draw your top unit and boost it by 1, then shuffle a card from your hand back to your deck.
Adrenaline 4: Draw your 2 top units and boost them by 1, then shuffle 2 cards from your hand back to your deck instead.
Deploy: Draw your top unit, then shuffle a card from your hand back to your deck.
Adrenaline 4: Boost the unit you've drawn by 2.
Human, Warrior
Deploy: Boost self by the base power of the last Skellige unit that went to your graveyard this round.
Human, Warrior
Deploy, Bloodthirst 3: Boost self by 5.
Deploy: Move a bronze Warrior from your deck to your graveyard.
Zeal. Order: Trigger the Veteran ability of a unit in your graveyard.
Cooldown: 1
Deploy: Boost all allied Warrior units by 1.
Machine, Crownsplitters
Profit 2.
Fee 2: Damage an enemy unit by 3.
Cooldown: 1
Whenever you play a Crime, reduce the Cooldown by 1.
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.