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)

Changes

Cards: 95
Order: Damage all enemy units by 1.
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 2. Increase this value by the target's base power.
Order: Boost an allied unit by its base power.
Order: Destroy an enemy unit with 8 or less power.
Order: Destroy an enemy unit with 10 or less power.
Order: Damage an enemy unit by 6.
Deathblow: Deal excess damage to adjacent units.
Order: Damage an enemy unit by 7.
Deathblow: Deal excess damage to adjacent units.
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
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.
Beast, Bandit
This unit may raid the battlefield to aid you in battle.
Beast, Bandit
This unit may raid the battlefield to aid you in battle.
Human, Cursed
Deploy: Look at your deck in order from top to bottom.
You may shuffle your deck, then put a card on the bottom of it.
Deploy: Look at your deck in order from top to bottom.
You may shuffle your deck, then put a card on the bottom of it.
After using your leader ability, randomly split 6 damage among all enemy units.
After using your leader ability, randomly split 8 damage among all enemy units
Whenever you pass, boost the lowest-power allied unit by 4.
Whenever you pass, boost the lowest-power allied unit by 5
Cooldown: 8.
Cooldown: 7
After using your leader ability, set the lowest-power allied unit to 10.
After using your leader ability, set the lowest-power allied unit to 12
Scenario, Cursed
Doomed.
Scenario: Progress whenever you play a unit with Thrive.
Prologue: Spawn a Cursed Damsel on this row and boost it by 2.
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.
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, Knight
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.
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.
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.
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
Deploy: Infuse a unit in your hand with the Cultist category.
Order: Infuse a unit in your deck with the Cultist category.
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 a Cultist, damage self by 1. Deathwish: Spawn a base copy of self on the opposite row, Infuse it with the Cultist category, then set its power to the number of Cultist your opponent controls".
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".
Warfare
Play a Knight from your deck and boost it by 1 for each Knight you control.
Warfare
Split 6 boost randomly between all units on an allied row.
Human, Knight
Deploy: Damage an enemy by 2.
Deathblow: Gain Vitality (2).
Grace 6: Boost self by 2.
Human, Knight
Deploy (Melee): Damage an enemy by 2.
Deathblow: Gain Vitality (2).
Grace 6: Boost self by 2.
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.
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.
Dragon, Soldier
Immunity.
Deploy: If you have at least 10 different primary categories in your starting deck, Summon a random bronze Scoia'tael unit with a primary category that is not on your side of the battlefield from your deck to this row.
Timer 3: Repeat the Deploy ability and reset the Timer.
Immunity.
Deploy: If you have at least 10 different primary categories in your starting deck, Summon a random bronze Scoia'tael unit with a primary category that is not on your side of the battlefield from your deck to this row.
Timer 3: Repeat the Deploy ability and reset the Timer.
Dwarf, Soldier, Warrior
Deploy: Damage 2 enemy units by 3. For each unit that survived, Spawn a Rowdy Dwarf on this row.
Barricade: At the end of your turn, damage a random enemy unit by 1.
Dwarf, Warrior
Deploy: Damage 2 enemy units by 3. For each unit that survived, Spawn a Rowdy Dwarf on this row.
Barricade: At the end of your turn, damage a random enemy unit by 1.
Dwarf, Soldier
Zeal.
Order: Transform 1 allied Rowdy Dwarf into a Dwarf Berserker.
Cooldown: 2
Barricade: Set Cooldown to 1.
Dwarf
Zeal.
Order: Transform 1 allied Rowdy Dwarf into a Dwarf Berserker.
Charge: 3
Dragon, Soldier
Harmony.
Deploy: Spawn an Elven Deadeye, Rowdy Dwarf or Young Dryad in this row.
Gain an additional effect based on the unit you Spawned.
Elven Deadeye - Damage a random enemy unit by 2.
Rowdy Dwarf - Boost it by 3 and give it 1 Armor.
Young Dryad - Give it Vitality 3.
Dragon
Harmony.
Deploy: Spawn an Elven Deadeye, Rowdy Dwarf or Young Dryad in this row.
Gain an additional effect based on the unit you Spawned.
Elven Deadeye - Damage a random enemy unit by 2.
Rowdy Dwarf - Boost it by 3 and give it 1 Armor.
Young Dryad - Give it Vitality 3.
Elf, Bandit
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.
Spawn 2 Dryad Fledglings into the row.
Spawn 2 Dryad Fledglings into the row.
Elf, Bandit
Deploy: Transform all your face-up Traps into Elven Deadeyes.
Devotion: Also transform your other artifacts.
Elf
Deploy: Transform all your face-up Traps into Elven Deadeyes.
Devotion: Also transform your other artifacts.
Human, Bandit
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, Agent, Bandit
Zeal. Order: Destroy all other units with power equal to Schirrú.
Elf
Zeal. Order: Destroy all other units with power equal to Schirrú.
Elf, Bandit
Deploy: Destroy an allied unit, then Spawn 2 Elven Deadeyes in this row.
Elf
Deploy: Destroy an allied unit, then Spawn 2 Elven Deadeyes in this row.
Dwarf, Soldier
Defender.
Order: Move self to the other row.
Defender.
Order: Move self to the other row.
Dwarf, Soldier
Deploy (Melee): Gain Resilience.
Deploy (Ranged): Gain Immunity.
Whenever you play a Dwarf, boost self by 1.
Dwarf
Deploy (Melee): Gain Resilience.
Deploy (Ranged): Gain Immunity.
Whenever you play a Dwarf, boost self by 1.
Elf, Soldier, Bandit
Deploy: Return an allied Trap to your hand, then play a Trap.
Elf
Deploy: Return an allied Trap to your hand, then play a Trap.
Elf, Soldier
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.
Dwarf, Warrior
Deploy: Damage an enemy unit by 3.
Barricade: At the end of your turn, lose Armor and boost self by that much.
Deploy: Damage an enemy unit by 3.
Barricade: At the end of your turn, lose Armor and boost self by that much.
Elf, Warrior
At the end of your turn, if you control 5 or more Elves, Summon this unit from your deck to your Melee row.
Elf
At the end of your turn, if you control 5 or more Elves, Summon this unit from your deck to your Melee row.
Deploy: Boost an allied Elf, Dwarf, and Dryad unit by 3.
Deploy: Boost an allied Elf, Dwarf, and Dryad unit by 3.
Elf, Soldier, Bandit
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.
Human, Bandit
Order (Ranged): Damage a unit by 1. Cooldown: 1.
If you control only Scoia'tael units, damage a unit by 2 instead.
Human
Order (Ranged): Damage a unit by 1. Cooldown: 1.
If you control only Scoia'tael units, damage a unit by 2 instead.
Dwarf, Soldier
Deploy (Melee): Damage an enemy unit by the amount Sheldon is boosted.
Deploy (Melee): Damage an enemy unit by the amount Sheldon is boosted.
Elf, Soldier, Bandit
Deploy (Melee): Damage the units on each end of an enemy row by 2.
Deploy (Ranged): Damage all units on an enemy row by 1.
If you control an Elven Deadeye, use both abilities.
Elf
Deploy (Melee): Damage the units on each end of an enemy row by 2.
Deploy (Ranged): Damage all units on an enemy row by 1.
If you control an Elven Deadeye, use both abilities.
Dwarf, Soldier
Deploy: Boost adjacent units by an amount equal to their Armor.
Deploy: Boost adjacent units by an amount equal to their Armor.
Dryad, Warrior
Veil. Zeal.
Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if Order is not used, boost a random Scoia'tael unit in your hand by 1.
Dryad
Veil. Zeal.
Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if Order is not used, boost a random Scoia'tael unit in your hand by 1.
Dryad, Warrior
Harmony.
Deploy: Damage an enemy unit by 2 then boost a random unit in your hand by 2.
Deathblow: Boost a unit in your hand instead.
Dryad
Harmony.
Deploy: Damage an enemy unit by 2 then boost a random unit in your hand by 2.
Deathblow: Boost a unit in your hand instead.
Harmony.
Order (Melee): Boost self by the number of unique primary categories among units you control.
Deploy (Ranged): Poison an enemy unit.
Harmony.
Deploy (Melee): Gain Shield.
Deploy (Ranged): Poison an enemy unit.
Dwarf, Warrior
Melee: Whenever you play a Dwarf, gain 1 Armor.
Barricade: At the end of your turn, boost self by 1.
Dwarf
Melee: Whenever you play a Dwarf, gain 1 Armor.
Barricade: At the end of your turn, boost self by 1.
Elf, Soldier, Bandit
Deploy: Damage an enemy unit by the number of Elf units in this row.
Elf
Deploy: Damage an enemy unit by the number of Elf units in this row.
Dwarf, Soldier
Deploy: Give each allied Dwarf 1 Armor.
If they already had Armor, boost them by 1 instead.
Dwarf
Deploy: Give each allied Dwarf 1 Armor.
If they already had Armor, boost them by 1 instead.
Dryad, Warrior
Deploy: If you control 2 or more other Dryads, gain Zeal.
Order: Damage an enemy unit by 1.
Charge: 3.
Dryad
Deploy: If you control 2 or more other Dryads, gain Zeal.
Order: Damage an enemy unit by 1.
Charge: 3.
Elf, Bandit
Deploy: Lock a unit and move it to the other row.
Deploy: Lock a unit and move it to the other row.
Elf, Bandit
Deploy: Damage an enemy unit by 3.
If you control Muirlega, damage it by 7 instead.
Elf
Deploy: Damage an enemy unit by 3.
If you control Muirlega, damage it by 7 instead.
Elf, Bandit
Zeal.
Order: Move a unit to the other row.
Cooldown: 1.
Elf
Zeal.
Order: Move a unit to the other row.
Cooldown: 1.
Dryad, Warrior
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Lock a unit.
Dryad
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Lock a unit.
Beast, Bandit
Deploy: Damage an enemy unit by 3.
If you control Etriel, also damage adjacent units by 3.
Beast
Deploy: Damage an enemy unit by 3.
If you control Etriel, also damage adjacent units by 3.
Dwarf, Warrior
Deploy: Choose an enemy unit. If its base power is higher than self's, gain 3 Armor.
Barricade: At the end of your turn, damage chosen unit by 1.
Deathblow: Gain Resilience.
Dwarf
Deploy: Choose an enemy unit. If its base power is higher than self's, gain 3 Armor.
Barricade: At the end of your turn, damage chosen unit by 1.
Deathblow: Gain Resilience.
Human, Bandit
Melee: Every allied turn, on turn end, boost a random unit in your hand by 1.
Melee: Every allied turn, on turn end, boost a random unit in your hand by 1.
Elf, Soldier
Deploy (Melee): Damage an enemy unit by 3.
Deploy (Ranged): Damage 2 units by 1.
Deathblow: Spawn an Elven Deadeye on this row.
Deploy (Melee): Damage an enemy unit by 3.
Deploy (Ranged): Damage 2 units by 1.
Deathblow: Spawn an Elven Deadeye on this row.
Elf, Soldier
Melee: Whenever an enemy unit moves, damage it by 1.
Ranged: Whenever an allied unit moves, boost it by 1.
Melee: Whenever an enemy unit moves, damage it by 1.
Ranged: Whenever an allied unit moves, boost it by 1.
Dryad, Warrior
Harmony.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Poison an enemy unit.
Dryad
Harmony.
Deploy: Damage an enemy unit by 2, then give it Poison.
Dryad, Warrior
Veil. Symbiosis.
Order: Damage an enemy unit by 2.
Veil. Symbiosis.
Order: Damage an enemy unit by 2.
Elf, Bandit
Harmony.
Deploy: Spawn an Elven Deadeye into this row.
Harmony.
Deploy: Spawn an Elven Deadeye into this row.
Dwarf, Warrior
Deploy: Gain Vitality for a duration equal to an allied unit's Armor.
Barricade: Boost self by that amount instead.
Deploy: Gain Vitality for a duration equal to an allied unit's Armor.
Barricade: Boost self by that amount instead.
Dwarf, Soldier
Deploy: If you control a Dwarf, Summon all copies of this unit from your deck to this row.
Deploy: If you control a Dwarf, Summon all copies of this unit from your deck to this row.
Beast
Harmony.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Move a unit to the other row.
Beast
Harmony.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Move an enemy unit to their other row.
Elf, Soldier
Deploy: Damage an enemy unit by 2.
Whenever moved, damage a random enemy unit by 2.
Deploy: Damage an enemy unit by 2.
Whenever moved, damage a random enemy unit by 2.
Elf, Soldier
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 (Melee): Boost self by 1 for each Elf in your hand.
Deploy (Ranged): Boost self by 1 for each Elf on this row.
Elf, Agent
Deploy (Ranged): Damage an enemy unit by 3 if it is the only unit on its row.
Deploy (Ranged): Damage an enemy unit by 3 if it is the only unit on its row.
Dryad, Warrior
Deploy: Damage an enemy unit by 2.
Deathblow: Summon all copies of this unit from your deck to this row.
Deploy: Damage an enemy unit by 2.
Deathblow: Summon all copies of this unit from your deck to this row.
Elf, Soldier, Agent
Deploy: Damage 2 random enemy units by 2.
Deploy: Damage 2 random enemy units by 2.
Elf, Soldier
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.
Dwarf, Soldier
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.
Dwarf, Bandit
Deploy: Give 1 Armor to 2 Dwarves in your hand.
Whenever you play a Dwarf, give it 1 Armor.
Deploy: Give 1 Armor to 2 Dwarves in your hand.
Whenever you play a Dwarf, give it 1 Armor.
Dwarf, Soldier
Deploy: Damage self by 1 for each non-Dwarf unit in your hand.
Deploy: Damage self by 1 for each non-Dwarf unit in your hand.
Dwarf, Soldier
Deploy (Melee): Damage an enemy unit by 3. If it survived, gain 1 Armor.
Order (Barricade): Damage an enemy unit by 3.
Deploy (Melee): Damage an enemy unit by 3. If it survived, gain 1 Armor.
Order (Barricade): Damage an enemy unit by 3.
Elf, Agent
Whenever an allied Trap is triggered, boost self by 2.
Whenever an allied Trap is triggered, boost self by 2.
Elf, Warrior
Order (Melee): Damage an enemy unit by 1.
Cooldown: 2.
Whenever you play an Elf, decrease Cooldown by 1.
Order (Melee): Damage an enemy unit by 1.
Cooldown: 2.
Whenever you play an Elf, decrease Cooldown by 1.
Elf, Agent
Deploy: Damage an enemy unit by 1. If Elven Wardancer is already boosted, damage an enemy unit by 3 instead.
Deploy: Damage an enemy unit by 1. If Elven Wardancer is already boosted, damage an enemy unit by 3 instead.
Human, Bandit
Deploy: Boost an allied unit in your hand by 1. If that unit was already boosted, boost it by 3 instead.
Deploy: Boost an allied unit in your hand by 1. If that unit was already boosted, boost it by 3 instead.
Dwarf, Soldier
Every allied turn, on turn end, boost self by 1 if this unit is boosted.
Every allied turn, on turn end, boost self by 1 if this unit is boosted.
Dwarf, Soldier
Deploy: Boost self by the number of allied Dwarf units on this row.
Deploy: Boost self by the number of allied Dwarf units on this row.
Dwarf, Soldier
Order: Damage a random enemy unit and self by 4.
Order: Damage a random enemy unit and self by 4.
Elf, Bandit
Deploy: Spawn a base copy of this unit on the other row.
Order: Transform an allied Elf into Elven Deadeye.
Deploy: Spawn a base copy of this unit on the other row.
Order: Transform an allied Elf into Elven Deadeye.
Elf, Bandit
At the end of your turn, boost self by 1 if you control only Elf units.
Ignore the condition if you control Vernossiel.
At the end of your turn, boost self by 1 if you control only Elf units.
Ignore the condition if you control Vernossiel.
Elf, Soldier
Deploy (Melee): Move an enemy unit to their other row.
Deploy (Ranged): Move an allied unit to your other row.
Deploy (Melee): Move an enemy unit to their other row.
Deploy (Ranged): Move an allied unit to your other row.
Elf, Soldier
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Boost an allied unit by 2.
Bonded: Use both abilities.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Boost an allied unit by 2.
Bonded: Use both abilities.
Elf, Soldier, Agent
Deploy: Boost an allied unit by 1.
If you control an Artifact, boost an allied unit by 3 instead.
Deploy: Boost an allied unit by 1.
If you control an Artifact, boost an allied unit by 3 instead.
Elf, Soldier
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.
Elf, Mage, Soldier
Deploy: Give an enemy unit Bleeding equal to the amount of boost on this card.
Bonded: Damage it instead.
Deploy: Give an enemy unit Bleeding equal to the amount of boost on this card.
Bonded: Damage it instead.
Elf, Token, Bandit
Doomed.
Elf, Token
Doomed.
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
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
Deploy: Infuse an enemy unit with "Deathwish: Spawn Cataclysm on this row for 2 turns.", then Spawn Cataclysm on its row for 4 turn.
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.
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.
Resilience.
Profit 5.
Fee 1: Boost an allied unit by 1. Increase the boost by this card's Fee cost.
Each time you pay this card's Fee, increase its cost by 1, up to 9.
Resilience.
Profit 5.
Fee 1: Boost an allied unit by 1. Increase the boost by this card's Fee cost.
Each time you pay this card's Fee, increase its cost by 1, up to 9.
Beast, Knight, Crownsplitters
Intimidate 2.
Tribute 2: Gain Immunity.
Beast, Crownsplitters
Intimidate 2.
Tribute 2: Gain Immunity.
Human, Pirate, Tidecloaks
Profit 3.
Hoard 9, Fee 3: Infuse an allied unit with "At the end of your turn, gain 1 Coin".
Human, Pirate, Tidecloaks
Profit 3.
Hoard 7, Fee 3: Infuse an allied unit with "At the end of your turn, gain 1 Coin".
Human, Mutant, Salamandra
Deploy: Poison self.
Fee 3: Move Poison from self to a unit.
Cooldown: 3
Human, Mutant, Salamandra
Deploy: Poison self.
Fee 3: Move Poison from self to a unit.
Cooldown: 1