Version History

2024
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 - Uroboros Part 3 (Heritage)
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: 39
Witcher
Shield.
Deploy: Play a Witcher card from your deck.
Adrenaline 4: Give it Shield.
Witcher
Shield.
Deploy: Play a Witcher card from your deck.
Adrenaline 3: Give it Shield.
Boost an ally by its provision cost or damage an enemy by its provision cost.
Boost an ally by its provision cost or damage an enemy by its provision cost.
Token
Doomed.
No ability.
Elf, Wild Hunt
Veil.
Deploy: Spawn and play a bronze Wild Hunt unit from your starting deck.
Whenever you play a Wild Hunt unit, boost it by 1.
Elf, Wild Hunt
Veil. Deploy: Create and play a bronze Wild Hunt unit.
Whenever you play a Wild Hunt unit, boost it by 1.
Elf, Wild Hunt
Deploy: Spawn and play a random bronze Wild Hunt unit.
At the start of round, while in hand or deck, transform.
Elf, Wild Hunt
Deploy: Spawn and play a random bronze Wild Hunt unit.
At the start of round, while in hand or deck, transform.
Elf, Wild Hunt
Deploy: Spawn Frost on an enemy row for 2 turns.
Dominance: Increase damage dealt by Frost by 1
Elf, Wild Hunt
Deploy: Spawn Frost on an enemy row for 2 turns.
Dominance: Increase damage dealt by Frost by 1
Elf, Wild Hunt
At the end of your turn, if there is Frost on both enemy rows, Summon this unit from your deck to your Ranged row.
Devotion: Once both players have passed, boost self by 2 for each turn of Frost remaining on the opponent's side.
Elf, Wild Hunt
Devotion: Thrive.
At the end of your turn, if there is Frost on both enemy rows, Summon this unit from your deck to the Ranged row.
Beast
Order: Spawn a number of Rats on this row equal to the amount of boost on self, then lose a point of boost for each Rat Spawned.
Cooldown: 1
Before the end of your turn, Consume a unit to the right.
Beast
Order: Reset this unit's power and Spawn a number of Rats in this row equal to the amount of boost it lost.
Cooldown: 1.
At the end of your turn, Consume a unit to the right.
Beast, Mutant
Deploy: Consume an allied unit.
Adrenaline 5: Boost all copies of Consumed unit in that unit's row by 1.
Beast, Mutant
Deploy: Consume an allied unit.
Adrenaline 4: Boost all copies of Consumed unit in that unit's row by 1.
Wild Hunt
Choose one:
- Spawn Frost on an enemy row for 2 turns, then replay a bronze Wild Hunt unit.
- 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.
Spawn Frost on an enemy row for 2 turns, then replay a bronze Wild Hunt unit.
Spawn Frost on an enemy row for 4 turns.
Beast
Order: Consume an allied unit on this row.
Cooldown: 1.
Beast
Order: Consume an allied unit on this row.
Cooldown: 1.
Elf, Wild Hunt, Mage
Deploy: Boost an allied unit by the duration of Frost on its opposite row.
Dominance: Boost an allied unit by the total duration of Frost on the opponent's side of the battlefield instead.
Elf, Wild Hunt, Mage
Deploy: Boost an allied unit by 1.
Dominance: Boost it by 3 instead.
Elf, Wild Hunt, Warrior
Deploy: Damage an enemy unit by 2.
Dominance: Also Spawn Frost for 1 turn on that unit's row.
Elf, Wild Hunt, Warrior
Deploy: Damage an enemy unit by 1.
Dominance: Damage it by 3 instead.
Human, Mage, Agent
Deploy: Damage an enemy unit by 2.
If moved to the top of your deck during your turn, Summon self to a random allied row and damage a random enemy unit by 2.
Human, Mage, Agent
Deploy: Damage an enemy unit by 2.
If moved to the top of your deck during your turn, Summon self to a random allied row and damage a random enemy unit by 2.
Human
Whenever you play a unit with power less than 5, set its power to 5.
Devotion: Increase the power limit to 6.
Human
Whenever you play a unit with power less than 4, set its power to 4.
Devotion: Increase the power limit to 5.
Witcher
Zeal. Order: Boost allied units with power equal to Coën's power by the amount Coën is boosted.
Witcher
Zeal. Order: Boost all other units with power equal to Coën's power by the amount Coën is boosted.
Human, Soldier
Order: Reduce an allied unit's Cooldown by 1.
When you play a Siege Engine, Summon self from your hand to the left of it, then draw a card.
Human, Soldier
When you play a Siege Engine, Summon self from your hand to the right of it, then draw a card.
Scenario
Doomed.
Scenario: Progress whenever you play an elf.
Prologue: Spawn a Vernossiel's Commando in this row.
Chapter 1: Spawn 2 Elven Deadeyes in this row.
Chapter 2: Spawn and play Waylay.
Scenario
Doomed.
Scenario: Progress whenever you play an elf.
Prologue: Spawn a Vernossiel's Commando in this row.
Chapter 1: Spawn 2 Elven Deadeyes in this row.
Chapter 2: Spawn and play Waylay.
Deploy (Melee): Each allied Elven Deadeye damages a random enemy unit by 2.
Deploy (Ranged): Spawn 2 Elven Deadeyes in this row.
Deploy (Melee): Each allied Elven Deadeye damages a random enemy unit by 2.
Deploy (Ranged): Spawn 2 Elven Deadeyes in this row.
Zeal. Order: Damage an enemy unit by 1.
Deathblow: Shuffle self back to your deck.
Whenever you move an enemy unit, Summon self from your deck to the opposite row, then damage it by 1.
Zeal. Order: Damage an enemy unit by 1.
Deathblow: Shuffle self back to your deck.
Whenever you move an enemy unit, Summon self from your deck to the opposite row, then damage it by 1.
Elf
Zeal. Order: Destroy all other units with power equal to Schirrú.
Elf
Zeal.
Order: Destroy self and all other units with the same power.
Deploy: Boost all other allied Elf units by 1.
Whenever you play an Elf, boost self by 1.
Deploy: Boost all other allied Elf units by 1.
Whenever you play an Elf, boost self by 1.
Elf
Deploy (Melee): Damage the units on each end of an enemy row by 2.
Deploy (Ranged): Damage all unit on an enemy row by 1.
If you control an Elven Deadeye, use both abilities.
Elf
Deploy (Melee): Damage enemy units at both ends of a row by 2.
Deploy (Ranged): Damage all units on an enemy row by 1.
Elf
Deploy: Move up to 2 cards from your hand to the bottom of your deck. Add Waylay to your hand for each card moved that way.
Whenever you play Waylay, Spawn an Elven Deadeye on this row.
Elf
Deploy: Move up to 2 cards from your hand to the bottom of your deck. Add Waylay to your hand for each card moved that way.
Whenever you play Waylay, Spawn an Elven Deadeye on this row.
Deploy (Melee): Damage an enemy unit by 3.
Deploy (Ranged): Damage 2 enemy units by 1.
Deathblow: Spawn an Elven Deadeye on this row.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Damage 2 units by 1.
Deploy (Melee): Boost self by 1 for each Elf in your hand.
Deploy (Ranged): Boost self by 1 for each Elf on this row.
Deploy: Boost self by 1 for each Elf in your hand.
Deploy: Damage an enemy unit by 1 for each row that separates it from this unit.
Deploy: Damage an enemy unit by 1 for each row that separates it from this unit.
Tactic
Damage an enemy unit by 3 and Spawn an Elven Deadeye on a random row.
Tactic
Damage an enemy unit by 3.
Deathblow: Spawn an Elven Deadeye in a random row.
Human, Warrior
When this unit is Discarded, Summon it from your graveyard to your Melee row.
Human, Warrior
When this unit is Discarded, Summon it from your graveyard to your Melee row.
Human, Firesworn, Cleric
Profit 4.
Deploy: Spawn and play Congregation.
Fee 2: Destroy an allied Firesworn Token, then Summon a bronze Firesworn unit from your graveyard to the same position.
Cooldown: 1
Human, Firesworn
Profit 4.
Deploy: Spawn and play Congregation.
Fee 2: Destroy an allied Firesworn Token, then Summon a bronze Firesworn unit from your graveyard to the same position.
Cooldown: 1
Human, Knight, Firesworn
At the end of your turn, if you control a Cleric, Spawn a Firesworn Zealot on this row.
Fee 1: Transform a Firesworn Zealot into a Flaming Rose Footman.
Human, Knight, Firesworn
Hoard 4: At the end of your turn, Spawn a Firesworn Zealot in this row.
Fee 1: Transform a Firesworn Zealot into a Flaming Rose Footman.
Human, Cutups
Profit 2.
Fee 2 (Melee): Damage an enemy unit by 2.
Human, Cutups
Profit 2.
Fee 2 (Melee): Damage an enemy unit by 2.
Crime, Firesworn
Destroy an allied unit and Create and play a 4-provision cost Firesworn unit. Increase the provision cost by the power of the destroyed unit.
Crime, Firesworn
Damage 3 enemy units by 2.
Deathblow: Spawn a Firesworn Zealot on the opposite row, for each destroyed enemy.
Human, Knight, Firesworn
Veil. Zeal.
Order (Melee): Spawn a Flaming Rose Footman in this row.
At the end of your turn, if Order is not used, gain 1 Coin.
Human, Knight, Firesworn
Veil. Zeal.
Order (Melee): Spawn a Flaming Rose Footman in this row.
At the end of your turn, if Order is not used, gain 1 Coin.
Crime, Firesworn
Banish an allied unit, then play the top card from your deck.
If the target was a Firesworn, look at the top 3 cards from your deck and play 1 of them instead.
Crime, Firesworn
Banish an allied unit, then play the top card from your deck.
If the target was a Firesworn, look at the top 3 cards from your deck and play 1 of them instead.
Human, Firesworn, Cleric
Profit 3.
Tribute 2: Spawn a Firesworn Zealot in this row.
Fee 1: Transform a Firesworn Zealot into a Flaming Rose Footman.
Human, Firesworn, Cleric
Profit 2.
Tribute 2: Spawn a Firesworn Zealot in this row.
Fee 1: Transform a Firesworn Zealot into a Flaming Rose Footman.
Human, Firesworn, Cleric
Profit 2.
Fee 1: Spawn a Firesworn Zealot in this row.
Cooldown: 1.
Human, Firesworn
Profit 2.
Fee 2: Spawn a Firesworn Zealot in this row.
Cooldown: 1.
Human, Firesworn, Cleric
Deploy: Destroy a Firesworn token, then boost self by 4.
After 2 turns, Spawn a base copy of the destroyed Token on this row.
Human, Firesworn, Cleric
Deploy: Damage an enemy unit by 2.
Deathblow: Spawn a Firesworn Zealot in this row.