Version History

2024
2024-04-01  v12.4.0  - Source - The Balance Council
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: 44
Order: Damage all enemy units by 1. If any had different power than base, damage them by 2 instead.
Order: Boost an allied unit by its base power.
Order: Spawn your stratagem on your Melee row, then Create a Neutral stratagem and Spawn it on your Ranged row.
Order: Spawn a base copy of an enemy unit on the opposite row.
Order: Destroy an enemy unit with 10 or less power.
Order: Play a bronze unit from your hand, then draw a unit of your choice.
Order: Damage an enemy unit by 7.
Deathblow: Deal excess damage to adjacent units.
Human, Cursed, Bandit
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, Mage
Zeal, Order: Infuse an enemy unit with "Whenever your opponent plays a card, damage self by 1".
Cooldown: 3
Whenever you play a Cursed card, reduce Cooldown by 1.
After using your leader ability, play the lowest-provision unit from your deck
At the end of your turn, if your leader ability is not used, boost the lowest-power allied unit by 1
After using your leader ability, randomly split 8 damage among all enemy units
Whenever you pass, boost the lowest-power allied unit by 5
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
Cooldown: 7
After using your leader ability, set the lowest-power allied unit to 12
Human, Bandit
Deploy: If your starting deck has at least 25 units, Summon all copies of self from your deck to this row.
Scenario, Cursed
Doomed.
Scenario: Progress whenever you play a unit with Thrive.
Prologue: Spawn Cursed Damsel on this row.
Chapter 1: Whenever you play a unit, if it would not trigger any of your Thrive units, boost it by 2 first.
Chapter 2: Play the highest-power bronze Monster unit from your deck.
Beast, Cursed
At the start of the game, gain Immunity.
Deploy: Boost self by 0.
Order: Increase the boost value by 2, then replay self.
Units played on opponent's side can trigger your Thrive abilities.
Human, Cursed
Thrive.
Order: Halve own power and destroy an enemy unit with power up to the power removed from self.
Plant, Cursed
Deploy (Melee): Consume an allied unit. This unit triggers Thrive an additional time.
Deploy (Ranged): Infuse 2 allied units with "Thrive".
Doomed.
Scenario: Progress whenever you play a gold Cultist.
Prologue: Spawn Eternal Eclipse Initiate on this row.
Chapter 1: Infuse all your non-Disloyal Cultists on the battlefield, in your hand and in your deck with "Whenever you play a Cultist, boost self by 1, then increase this value by 1 if it was a bronze".
Chapter 2: Spawn and play Eternal Eclipse Deacon.
Human, Cultist
At the start of the game, Infuse 2 random gold non-Cultist units in your starting deck with Cultist category and Infuse them with "After this card is played or Summoned, if you control 3 or more Cultists, damage the lowest-power Infused enemy unit by 3".
Human, Cultist
Deploy: Infuse a unit in your hand with the Cultist category.
Order: Infuse a unit in your deck with the Cultist category.
Human, Cultist
Order: Infuse a bronze enemy unit with "Whenever your opponent plays the Cultist, damage self by 1. Deathwish: Spawn a base copy of self on the opposite row, set its power to 1 and Infuse it with the Cultist category".
Scenario, Cursed
Doomed.
Scenario: Progress whenever you play a Knight.
Prologue: Summon a bronze Knight from your deck to this row.
Chapter 1: Whenever an allied unit triggers Grace, boost its adjacent units by 2.
Chapter 2: Spawn and play Mad Charge.
Human, Cursed, Aristocrat
Immunity.
Grace 5, Order: Infuse an allied unit with "Whenever this unit receives a boost from other abilities, boost self by the same amount".
Human, Knight
Shield.
Grace 8: Spawn Bronwen the Bold on the right.
Grace 14: Boost the allied Bronwen the Bold by 3.
Deathwish: Lock the allied Bronwen the Bold.
Human, Knight
At the end of your turn, boost self by 1 for each adjacent boosted unit and damage self by 1 for each adjacent damaged unit.
Grace 9: Give adjacent units Shield, then Infuse them with "Whenever this unit loses Shield, boost it by 2".
Human, Knight
Order: Boost the next unit you play by 2. If it is a Knight, also Infuse it with "At the end of your turn, boost self by 1".
Doomed.
Doomed.
Create a bronze Scoia'tael unit with a primary category that you don't control.
Scenario, Cursed
Doomed.
Scenario: Progress whenever you play a unit with Harmony.
Prologue: Spawn Lake Guardian: Dawn Aspect on this row and set its power to the number of Scoia'tael units with unique primary categories in your starting deck.
Chapter 1: Whenever you play a Scoia'tael unit, boost it by 1 for every category it has.
Chapter 2: Spawn and play Loc Feainn: Convergence.
Harmony.
This unit's Harmony is also triggered in hand and deck.
Beast, Cursed
Harmony.
Order: Infuse an allied unit with "Harmony".
Machine, Cursed, Token, Ship
Doomed.
Order: Damage an enemy unit by 1 and Infuse it with "Whenever this unit takes damage from other abilities, damage self by the same amount".
Charges: 1
Scenario, Cursed
Doomed.
Scenario: Progress whenever you play a Pirate.
Prologue: Spawn Bjorn's Drakkar on this row.
Chapter 1: Whenever your opponent plays a unit, Infuse it with "Deathwish: Spawn Cataclysm for 1 turn on this row".
Chapter 2: Purify and Heal an allied Bjorn's Drakkar, increase its base power by 5 and give it 1 Charge.
If you don't control Bjorn's Drakkar, Spawn it on this row instead.
Human, Cursed, Pirate
Veteran.
Deploy: Clash with an enemy unit.
Order, Bloodthirst 2: Discard a card, then move self back to your hand.
Human, Cursed, Pirate
Deploy: Infuse an enemy unit with "Deathwish: Spawn Cataclysm on this row for 2 turns.", then Spawn Cataclysm on its row for 4 turn.
Human, Cursed, Pirate, Tidecloaks
Hoard 9, Fee 3: Infuse an enemy unit with "Whenever your opponent gains Coins, damage self by 1".
Doomed.
Scenario: Progress whenever you play a Tidecloak.
Prologue: Spawn Gudrun Bjornsdottir on this row.
Chapter 1: Hoard 8: At the end of your turn, gain enough Coins to fill your pouch.
Chapter 2: Damage the highest-power enemy unit by the number of Coins you have.
Human, Pirate, Tidecloaks
Deploy: Spawn 3 base copies of self on this row. Reduce the number of copies by 1 for every Counter.
Your Hoards require 1 less Coins to trigger.
Hoard 9: Once per round, at the end of your turn, while in hand or deck, remove a Counter.
Counter: 3
Human, Pirate, Tidecloaks
Profit 3.
Hoard 7, Fee 3: Infuse an allied unit with "At the end of your turn, gain 1 Coin".
Human, Pirate, Tidecloaks
Timer 3: Gain 6 Coins.

Changes

Cards: 27
Human, Cursed
Order: Repeat the Deploy ability of the next unit you play during this turn.
Human, Cursed
Order: Repeat the Deploy ability of the next unit you play during this turn.
Human, Mage, Knight
Whenever you play a Spell card, Spawn a random unit with the same provision cost on this row.
Counter: 3.
Human, Mage
Whenever you play a Spell card, Spawn a random unit with the same provision cost on this row.
Counter: 3.
Boost an allied unit by the amount of damage dealt to enemy units this turn, or damage an enemy unit by the amount of boost given to allied units this turn.
Swap the power of the highest- and lowest-power unit on the battlefield.
Human, Cursed, Bandit
This card's power cannot be changed by other abilities.
Human, Cursed, Bandit
This card's power cannot be changed by other cards or abilities.
Human, Cursed
Deploy: Boost self by the provision cost of the card on the right.
Human, Cursed
Deploy: Boost self by the provision cost of the card on the right.
Ogroid, Warrior
Deploy: If this card would not trigger any of your Thrive units, damage self by 3 and Infuse self with "Thrive".
Ogroid, Warrior
Thrive.
Human, Soldier
Assimilate 2.
Human, Soldier
Assimilate 2.
Order: Boost an allied unit by 5.
If it triggered an allied unit's Grace ability, refresh the Order and reduce the boost by 1.

This ability adds 15 provisions to your deck's provisions limit.
Order: Boost an allied unit by 1. Cooldown: 2

This ability adds 16 provisions to your deck's provisions limit.
Human, Knight
Resilience, Shield.
Grace 12: Gain Resilience.
Human, Knight
Shield. Resilience.
Human, Soldier, Knight
Whenever you play a unit, boost it by 1.
Grace 12, Order: Boost all boosted allied units by 1.
Human, Soldier, Knight
Formation.
Order: Boost adjacent units by 1.
Whenever you play a unit boost it by 1.
Deploy: Damage an enemy unit by 5.
Deathblow: Store destroyed unit's base power. The next time you play a unit, boost it by the stored amount, then destroy self.
Deploy: Boost an allied unit by 6.
Whenever you play a Knight, boost it by 1.
Human, Knight
Shield
At the end of your turn, if this unit has Shield, boost it by 2.
Grace 10, Order: Gain a Shield.
Human, Knight
Shield.
Every allied turn, on turn end, boost this unit by 2 if it has a Shield.
Human, Knight
Deploy (Melee): Damage an enemy by 2.
Deathblow: Gain Vitality (2).
Grace 6: Boost self by 2.
Human, Knight
Deploy (Melee): Damage an enemy unit by 2.
Deathblow: Gain Vitality for 2 turns.
Warfare
Boost an allied unit by 5 and give it 2 Armor.
If it's a Knight, also give it Vitality (2).
Warfare
Boost an allied unit by 4 and give it 2 Armor.
If you control a Knight, also give it Vitality for 3 turns.
Human, Soldier, Knight
Barricade (Ranged): At the end of your turn, boost self by 1.
Exposed: Move self to the Melee row, then damage the highest power enemy unit by 2.
Grace 8: Boost adjacent units by 1.
Human, Soldier, Knight
Barricade (Ranged): At the end of your turn, boost self by 1.
Exposed: Move self to the Melee row, then damage the highest power enemy unit by 2.
Spawn 2 Dryad Fledglings into the row.
Spawn 2 Dryad Fledglings into the row.
Harmony 2.
Harmony 2.
Elf, Mage
Deploy: Boost an unboosted unit in your hand by the number of boosted units in your hand.
Elf, Mage
Deploy: Boost an unboosted unit in your hand by the number of boosted units in your hand.
Harmony.
Harmony.
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 Vitality for 3 turns.
Witcher
Deploy: Gain 1 Armor for every damaged unit.
Adrenaline 4: When your opponent plays a unit on their side of the battlefield, it Clashes with Arnaghad.
Witcher
Deploy: Gain 1 Armor for every damaged unit.
Adrenaline 4: When your opponent plays a unit on their side of the battlefield, damage that unit by Arnaghad's power and damage Arnaghad by that unit's power.
Human, Pirate
Deploy: Give 2 Armor to 3 Pirates or Ships in your hand.
Order: Damage a unit by 1.
Cooldown: 2
Whenever you play a Pirate or Ship next to Crach, it Clashes with the lowest-power enemy unit.
Human, Pirate
Deploy: Give 2 Armor to 3 Pirates or Ships in your hand.
Order: Damage a unit by 1.
Cooldown: 2
Whenever you play a Pirate or Ship next to Crach, damage it and the lowest power enemy unit by each others power.
Beast
Deploy: Gain Veil.
Order: Spawn Rain on an enemy row for 2 turns then damage self by 2.
At the end of your turn damage adjacent units by 1, then gain 1 base power for every unit damaged. If any unit damaged was a Cultist, refresh this Order.
Beast
Veil.
Order: Spawn Rain on an enemy row for 2 turns then damage self by 2.
At the end of your turn damage adjacent units by 1, then gain 1 base power for every unit damaged. If any unit damaged was a Cultist, refresh Melusine's Order.
Doomed.
Scenario: Progress whenever you play a Blindeye.
Prologue: Spawn Sly Seductress on this row.
Chapter 1: Spawn Passiflora Peaches on this row.
Chapter 2: Gain 6 Coins.
Scenario
Doomed.
Scenario: Progress whenever you play a Blindeye.
Prologue: Spawn Passiflora Peaches in this row.
Chapter 1: Gain 6 Coins.
Chapter 2: Spawn Sly Seductress in this row.
Beast, Crownsplitters
Intimidate 2.
Tribute 2: Gain Immunity.
Beast, Crownsplitters
Intimidate 2.
Tribute 2: Gain Immunity.
Human, Mage, Salamandra
Tribute 5: Damage 3 adjacent enemy units by 2.
Whenever you pay a Tribute ability, gain 1 Coins.
Adrenaline 5: Gain 2 Coins instead.
Human, Mage, Salamandra
Tribute 4: Damage 3 adjacent enemy units by 2.
Whenever you pay a Tribute ability, gain 1 Coins.
Adrenaline 5: Gain 2 Coins instead.
Human, Blindeyes
Deploy: Give Poison to a unit. If it's an ally, gain 3 Coins.
Deploy: Give Poison to a unit. If it's an ally, gain 3 Coins.