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)

Changes

Cards: 64
 
Deploy: Summon a random 4-provision cost unit from your deck to the left of this card.
Timer 3: Summon a random 4-provision cost unit from your deck to the right of this card.
 
Deploy: Summon a random 4-provision cost unit from your deck to the left of this card.
Timer 3: Summon a random 4-provision cost unit from your deck to the right of this card.
Beast
Deploy: Gain Vitality (5).
At the start of the round, while in your graveyard, Banish self, then Spawn Phoenix Hatchling on a random allied row.
Beast
Deploy: Gain Vitality (5).
At the start of the round, while in your graveyard, Banish self, then Spawn Phoenix Hatchling on a random allied row.
Beast
When you play a gold card, Summon self from your deck to a random allied row.
Beast
When you play a gold card, Summon self from your deck to a random allied row.
Witcher
Deploy (Adrenaline 4): Summon Eskel and Lambert from your deck.
Witcher
Deploy (Adrenaline 4): Summon Eskel and Lambert from your deck.
Insectoid
Deathwish: Shuffle Viy back into your deck, then increase its base power by 3.
Insectoid
Deathwish: Shuffle Viy back into your deck, then increase its base power by 3.
Vampire
Deploy: Give an enemy unit Bleeding (4).
At the end of your turn, give Bleeding (2) to a random enemy unit without Bleeding.
Devotion: Bleeding on enemy units also triggers at the end of your turn.
Vampire
Deploy: Give an enemy unit Bleeding (4).
At the end of your turn, give Bleeding (2) to a random enemy unit without Bleeding.
Devotion: Bleeding on enemy units also triggers at the end of your turn.
Insectoid
Deathwish: Summon self from your graveyard to your Melee row and Consume your lowest-power unit, excluding self.
Insectoid
Deathwish: Summon self from your graveyard to your Melee row and Consume your lowest-power unit, excluding self.
Vampire
Deploy: Give an enemy unit Bleeding (4).
Bleeding enemy units cannot be boosted.
Vampire
Deploy: Give an enemy unit Bleeding (4).
Bleeding enemy units cannot be boosted.
Elf, Wild Hunt, Warrior
Order (Melee): Damage a unit by 1.
Dominance: Damage by 2 instead.
Cooldown: 1
Elf, Wild Hunt, Warrior
Order (Melee): Damage a unit by 1.
Dominance: Damage by 2 instead.
Cooldown: 1
Insectoid
Thrive.
Deploy: Spawn a base copy of self on this row.
Insectoid
Thrive.
Deploy: Spawn a base copy of self on this row.
Order: Boost 2 allied units by 1 and swap their positions, then give 1 Armor to each targeted Soldier.
Charges: 4

This ability adds 15 provisions to your deck's provision limit.
Order: Boost 2 allied units by 1 and swap their positions, then give 1 Armor to each targeted Soldier.
Charges: 4

This ability adds 16 provisions to your deck's provision limit.
Leader
Order: Seize an enemy unit with 3 power or less.
This value is raised by 1 for every 4 Tactic cards in your starting deck.

This ability adds 14 provisions to your deck's provisions limit.
Leader
Order: Seize an enemy unit with 3 power or less.
This value is raised by 1 for every 4 Tactic cards in your starting deck.

This ability adds 15 provisions to your deck's provisions limit.
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, 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 into 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.
While in hand or deck, evolve after you win a round.
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 into 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.
While in hand or deck, evolve after you win a round.
Human, Cleric, Aristocrat
Doomed.
Assimilate.
Deploy: Move a non-Doomed allied unit that is not from your starting deck, excluding self, back to your hand, boost it by 2 and give it Doomed, then play a card.
If there is no valid target, Create and play a bronze unit from your opponent's faction and boost it by 2 instead.
Human, Cleric, Aristocrat
Doomed.
Assimilate.
Deploy: Move a non-Doomed allied unit that is not from your starting deck, excluding self, back to your hand, boost it by 2 and give it Doomed, then play a card.
If there is no valid target, Create and play a bronze unit from your opponent's faction and boost it by 2 instead.
Human, Soldier, Aristocrat
Zeal. Order: Choose 3 enemy units, then give them Lock, Poison and Spying, in that order.
At the end of your turn, boost self by the highest number of statuses on an enemy unit.
Human, Soldier, Aristocrat
Zeal. Order: Choose 3 enemy units, then give them Lock, Poison and Spying, in that order.
At the end of your turn, boost self by the highest number of statuses on an enemy unit.
Play up to 2 bronze cards from your hand, then draw as many cards.
Play up to 2 bronze cards from your hand, then draw as many cards.
Human, Agent
Deploy: Spawn and play Ace up the Sleeve for each 3 Tactics in your starting deck.
Human, Agent
Deploy: Spawn and play Ace up the Sleeve for each 3 Tactics in your starting deck.
Human, Mage, Agent
Assimilate.
Deploy: Create and play a bronze Disloyal unit from your starting deck.
Human, Mage, Agent
Assimilate.
Deploy: Create and play a bronze Disloyal unit from your starting deck.
Human, Aristocrat
Deploy: Sort the cards in your deck from the highest to the lowest provision cost.
At the start of the game, move self up by one position in the deck for each Tactic in your starting deck.
Human, Aristocrat
Deploy: Sort the cards in your deck from the highest to the lowest provision cost.
At the start of the game, move self up by one position in the deck for each Tactic in your starting deck.
Human, Mage
Deploy (Melee): Destroy an enemy unit, then your opponent Summons the top bronze unit from their deck to their random row.
Deploy (Ranged): Destroy an allied unit, then Summon the top unit from your deck to a random allied row.
Human, Mage
Deploy (Melee): Destroy an enemy unit, then your opponent Summons the top bronze unit from their deck to their random row.
Deploy (Ranged): Destroy an allied unit, then Summon the top unit from your deck to a random allied row.
Human, Mage
Assimilate.
Deploy: Create and play a 1-power copy of a bronze unit from your starting deck.
Human, Mage
Assimilate.
Deploy: Create and play a 1-power copy of a bronze unit from your starting deck.
Vampire, Aristocrat
Deploy: If you control a Vampire, gain Zeal.
Order: Give an enemy unit Doomed. If it already has a status, Lock it instead. If it already has more than 1 status, Poison it instead.
Cooldown: 1
Vampire, Aristocrat
Deploy: If you control a Vampire, gain Zeal.
Order: Give an enemy unit Doomed. If it already has a status, Lock it instead. If it already has more than 1 status, Poison it instead.
Cooldown: 1
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
Deploy: If your opponent has won a round this game, Spawn and play Battle Preparation.
Human, Soldier
Deploy: If your opponent has won a round this game, Spawn and play Battle Preparation.
Human
Deploy: Damage a bronze allied unit by 1, then Spawn a 1-power copy of it on this row. If it was a Soldier, Spawn and play the copy instead.
Human
Deploy: Damage a bronze allied unit by 1, then Spawn a 1-power copy of it on this row. If it was a Soldier, Spawn and play the copy instead.
Vampire, Aristocrat
Whenever an enemy unit receives a status, boost self by 1.
Vampire, Aristocrat
Whenever an enemy unit receives a status, boost self by 1.
Human, Soldier
Deploy (Melee): Lock an enemy unit.
Human, Soldier
Deploy (Melee): Lock an enemy unit.
Human, Soldier
Flanking.
Zeal. Order: Choose a card from your deck.
At the end of your turn, move it up by one position in your deck. If it's on the top, boost self by 1 instead.
Human, Soldier
Flanking.
Zeal. Order: Choose a card from your deck.
At the end of your turn, move it up by one position in your deck. If it's on the top, boost self by 1 instead.
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.
Leader
Order: Boost an allied unit by 1.
Charges: 3
Once per game, once all Charges are used up, Spawn and play a Lyrian Scytheman.

This ability adds 16 provisions to your deck's provision limit.
Leader
Order: Boost an allied unit by 1.
Charges: 3
Once per game, once all Charges are used up, Spawn and play a Lyrian Scytheman.

This ability adds 15 provisions to your deck's provision limit.
Echo.
Play a non-Neutral unit from your deck with a provision cost of 9 or less. Boost it by 1 for each provision below the limit.
Echo.
Play a non-Neutral unit from your deck with a provision cost of 9 or less. Boost it by 1 for each provision below the limit.
Scenario
Doomed.
Scenario: Progress whenever you play a Siege Engine.
Prologue: Spawn a reinforced Trebuchet on your Ranged row.
Chapter 1: Spawn a Battering Ram on your Ranged row.
Chapter 2: Spawn and play Bombardment.
Scenario
Doomed.
Scenario: Progress whenever you play a Siege Engine.
Prologue: Spawn a reinforced Trebuchet on your Ranged row.
Chapter 1: Spawn a Battering Ram on your Ranged row.
Chapter 2: Spawn and play Bombardment.
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 into your deck.
While in hand or deck, evolve after you win a round.
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 into your deck.
While in hand or deck, evolve after you win a round.
Human, Mage
Deploy: Damage an enemy unit by 4, then damage a random enemy unit by 3, then 2, then 1.
Human, Mage
Deploy: Damage an enemy unit by 4, then damage a random enemy unit by 3, then 2, then 1.
Human, Soldier
Order (Melee): Damage a unit by 1.
Inspired: Damage by 2 instead.
Cooldown: 1
Human, Soldier
Order (Melee): Damage a unit by 1.
Inspired: Damage by 2 instead.
Cooldown: 1
Whenever you play a unit on your Melee row, boost 5 random units on your side of battlefield with the same provision cost by 1.
Whenever you play a unit on your Ranged row, boost 5 random units in your deck with the same provision cost by 1.
Whenever you play a unit on your Melee row, boost 5 random units on your side of battlefield with the same provision cost by 1.
Whenever you play a unit on your Ranged row, boost 5 random units in your deck with the same provision cost by 1.
Human, Soldier
Order: Spawn a base copy of self on this row and set its base power to 1 less than self.
Bonded (Melee): At the end of your turn, damage the highest-power enemy unit by 1.
Human, Soldier
Order: Spawn a base copy of self on this row and set its base power to 1 less than self.
Bonded (Melee): At the end of your turn, damage the highest-power enemy unit by 1.
Human, Soldier
Order: Spawn and play a base copy of an allied Bronze Soldier, excluding self.
Human, Soldier
Order: Spawn and play a base copy of an allied Bronze Soldier, excluding self.
Specter, Cursed, Soldier
Order: Damage a unit by 1.
Deathblow: Spawn a base copy of Kaedweni Revenant on this row.
Specter, Cursed, Soldier
Order: Damage a unit by 1.
Deathblow: Spawn a base copy of Kaedweni Revenant on this row.
Dragon, Soldier
Immunity.
Deploy: If you have at least 10 different primary categories in your starting deck, Summon a random bronze non-Neutral 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.
Dragon, Soldier
Immunity.
Deploy: If you have at least 10 different primary categories in your starting deck, Summon a random bronze non-Neutral 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.
Elf, Soldier, Bandit
Deploy: For the rest of the game, whenever an Elven Deadeye enters your side of the battlefield, boost it by 1.
If your starting deck has at least 4 unique Traps, this card starts in your hand.
Elf, Soldier, Bandit
Deploy: For the rest of the game, whenever an Elven Deadeye enters your side of the battlefield, boost it by 1.
If your starting deck has at least 4 unique Traps, this card starts in your hand.
Witcher
Melee: At the end of your turn, move self to the Ranged row and boost a random allied unit on this row by 1.
Ranged: At the end of your turn, move self to the Melee row and damage a random enemy unit on the opposite row by 1.
Adrenaline 3: Instead of a random unit, affect all other units on that row instead.
Witcher
Melee: At the end of your turn, move self to the Ranged row and boost a random allied unit on this row by 1.
Ranged: At the end of your turn, move self to the Melee row and damage a random enemy unit on the opposite row by 1.
Adrenaline 3: Instead of a random unit, affect all other units on that row instead.
Tactic
Echo.
Spawn 3 Cargos on an allied row.
Tactic
Echo.
Spawn 3 Cargos on an allied row.
Deploy (Melee): Create and play a Scoia'tael special card with a provision cost equal to this unit's power.
Deploy (Ranged): Create and play a Scoia'tael special card with a provision cost equal to or lower than this unit's power.
Deploy (Melee): Create and play a Scoia'tael special card with a provision cost equal to this unit's power.
Deploy (Ranged): Create and play a Scoia'tael special card with a provision cost equal to or lower than this unit's power.
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, 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.
Order: Spawn a Deafening Siren on an enemy row and damage it by 1.
Charges: 3
Once all Charges are used up, Spawn and play Arnjolf the Patricide.

This ability adds 14 provisions to your deck's provisions limit.
Order: Spawn a Deafening Siren on an enemy row and damage it by 1.
Charges: 3
Once all Charges are used up, Spawn and play Arnjolf the Patricide.

This ability adds 15 provisions to your deck's provisions limit.
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 8 damage to units each turn, Spawn Svalblod Fanatic on this row.
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 8 damage to units each turn, Spawn Svalblod Fanatic on this row.
Human, Warrior
Deploy (Melee): Summon a Beast from your deck to the opposite row and Infuse it with "Deathwish: Boost the enemy Sove twice by own base power", then damage it by 1 for each damaged enemy unit and gain Immunity.
Human, Warrior
Deploy (Melee): Summon a Beast from your deck to the opposite row and Infuse it with "Deathwish: Boost the enemy Sove twice by own base power", then damage it by 1 for each damaged enemy unit and gain Immunity.
Location
Resilience.
Deploy: Create and play a bronze an Craite unit.
Order: Give an allied unit 6 Armor, then it Clashes with an enemy unit.
Location
Resilience.
Deploy: Create and play a bronze an Craite unit.
Order: Give an allied unit 6 Armor, then it Clashes with an enemy unit.
Human, Druid
Deploy: Spawn 2 Crows on this row.
Whenever you play an Alchemy card, Summon Crowmother from your graveyard to a random allied row.
Human, Druid
Deploy: Spawn 2 Crows on this row.
Whenever you play an Alchemy card, Summon Crowmother from your graveyard to a random allied row.
Echo.
Look at the top 3 cards in your deck. Play one, then move the rest to your graveyard. If there are fewer than 3 cards in your deck, Spawn and play a legendary card from your faction that was not in your starting deck instead.
Echo.
Look at the top 3 cards in your deck. Play one, then move the rest to your graveyard. If there are fewer than 3 cards in your deck, Spawn and play a legendary card from your faction that was not in your starting deck instead.
Human, Cultist, Warrior
Whenever this unit is damaged by other non-status abilities, gain Bleeding for the same duration instead.
Order: Damage a unit by the duration of Bleeding on self, then Purify self. If it was an enemy unit, damage self by that amount. If it was an allied unit, boost self by that amount.
Human, Cultist, Warrior
Whenever this unit is damaged by other non-status abilities, gain Bleeding for the same duration instead.
Order: Damage a unit by the duration of Bleeding on self, then Purify self. If it was an enemy unit, damage self by that amount. If it was an allied unit, boost self by that amount.
Leader
Order: Gain 9 Coins, then boost an allied unit by any excess amount gained.
Whenever an allied unit gives you Coins, boost it by any excess amount gained.

This ability adds 13 provisions to your deck's provisions limit.
Leader
Order: Gain 9 Coins, then boost an allied unit by any excess amount gained.
Whenever an allied unit gives you Coins, boost it by any excess amount gained.

This ability adds 12 provisions to your deck's provisions limit.
Machine, Ship
Profit 6.
Vice 12: Play the top card from your deck.
Machine, Ship
Profit 6.
Vice 12: Play the top card from your deck.
Dwarf, Crownsplitters
Intimidate.
Deploy: Spawn and play Shakedown.
Increase this card's Intimidate by 1 for each adjacent Crownsplitter.
Fee 4: Spawn a Cleaver's Muscle on this row.
Dwarf, Crownsplitters
Intimidate.
Deploy: Spawn and play Shakedown.
Increase this card's Intimidate by 1 for each adjacent Crownsplitter.
Fee 4: Spawn a Cleaver's Muscle on this row.
Location
Resilience.
Profit 3.
At the end of your turn, gain 1 Coin.
Order: Create and play a bronze Gang unit.
Location
Resilience.
Profit 3.
At the end of your turn, gain 1 Coin.
Order: Create and play a bronze Gang unit.
Crime, Crownsplitters
Play a bronze Dwarf or Crownsplitter unit from your deck. If you already control a Dwarf or Crownsplitter, also Spawn a Cleaver's Muscle on your Melee row.
Crime, Crownsplitters
Play a bronze Dwarf or Crownsplitter unit from your deck. If you already control a Dwarf or Crownsplitter, also Spawn a Cleaver's Muscle on your Melee row.
Specter, Ship
Hoard 9: At the end of your turn, Summon self from your deck or graveyard to a random allied row.
Specter, Ship
Hoard 9: At the end of your turn, Summon self from your deck or graveyard to a random allied row.
Human, Pirate
Vice 8: Destroy the lowest-power enemy unit.
Human, Pirate
Vice 8: Destroy the lowest-power enemy unit.
Profit 5.
While in your graveyard, whenever you reach 0 Coins, remove a Counter.
When the Counter reaches 0, gain 4 Coins.
Counter: 6
Profit 5.
While in your graveyard, whenever you reach 0 Coins, remove a Counter.
When the Counter reaches 0, gain 4 Coins.
Counter: 6
Dwarf, Crownsplitters
Intimidate.
Fee 1: Damage the highest-power enemy unit by 1.
Dwarf, Crownsplitters
Intimidate.
Fee 1: Damage the highest-power enemy unit by 1.
Profit 0.
Seize an enemy unit with 0 or less power.
Increase Profit by 1 for each unique Gang category in your starting deck.
Increase the power and decrease Profit by 1 for each unique Gang category you control.
Profit 0.
Seize an enemy unit with 0 or less power.
Increase Profit by 1 for each unique Gang category in your starting deck.
Increase the power and decrease Profit by 1 for each unique Gang category you control.
Dwarf, Crownsplitters
Shield.
Dwarf, Crownsplitters
Shield.