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: 59
Human, Bandit
Deploy: Create and play an artifact from your opponent's starting deck. If your opponent has no artifact in their starting deck, boost self by 6 instead.
Human, Bandit
Deploy: Spawn and play a random artifact from your opponent's starting deck.
Human, Bandit
Order: Choose an allied Bonded unit, then play its top copy from your deck.
Cooldown: 3
Human, Bandit
Deploy: Boost all allied Bandits by 1.
Human, Bandit
Whenever you play another unit, damage all enemy units with the same provision cost by 1.
Human, Bandit
Deploy (Melee): Damage an enemy unit by 3 and all copies of it by 1.
Human, Bandit
When in hand, deck or on the battlefield, whenever you play the second copy of a Bonded unit this match, boost self by 3.
Human, Bandit
Deploy (Melee): Boost self by a random amount between 0 and 11.
Ogroid, Bandit
Deploy: Draw up to 2 Bonded units, then shuffle the same number of cards back into your deck.
Order: Replay an allied Bonded unit.
Ogroid, Bandit
Deploy: Damage an enemy unit by 4. If it has Armor, damage it by 6 instead.
Human, Soldier
Deploy: Play a Bomb from your hand, then draw a card.
Barricade: Whenever you play a Bomb, damage a random enemy unit by 1.
Human, Bandit
Deploy: Remove a unit's Armor.
Machine
Deploy: Banish the bronze unit to the right, then gain Resilience.
Order: Transform self into a base copy of the Banished unit.
Exposed: Purify self.
Machine
Deploy: If you control a Bandit, gain Zeal.
Order: Give an allied unit 3 Armor.
Human, Bandit
Deploy: Destroy an enemy unit with 2 or less power.
Bonded: Destroy an enemy unit with 4 or less power instead.
Human, Bandit
Deploy: Give an enemy unit Bleeding (2).
Human, Bandit
When you play a Bonded unit that you already control a copy of, Summon self from your deck to your Melee row.
Exposed: Move self to the top of your deck.
Human, Bandit
Deploy: Damage an enemy unit by 1. If it has Armor, damage it by 3 instead.
Zeal. Order: Damage an enemy unit by 1.
Bonded: Also give it Bleeding (1).
Whenever you play a Bonded unit, refresh the Order.
Deploy: Give 2 random enemy units Bleeding (2).
Human, Bandit
Deploy: Damage an enemy unit by 1.
If you have a Bomb in your hand, damage it by 3 instead.
Human, Bandit
Deploy: Damage an enemy unit by 1.
If you have a Bomb in your hand, damage it by 3 instead.
Human, Bandit
At the end of your turn, boost self by 1 if this is the only card on its row.
Bonded: At the end of your turn, boost self by 1 instead.
Human, Bandit
Barricade: At the end of your turn, boost self by 1.
Dwarf, Bandit
Deploy: Spawn a 1-power Locked copy of a Bonded unit from your starting deck on this row.
Dwarf, Bandit
Deploy: Give 2 Armor to a unit in your hand.
Human, Soldier
Deploy: Move a unit to the other row.
Human, Soldier
Veil.
Human, Bandit
Deploy: Shuffle a gold card from your hand into your deck, then draw a bronze card and boost self by 4.
Bonded: Boost self by 4 instead.
Human, Bandit
Deploy: Move a unit to the other row.
Leader
Order: Boost an allied unit by 3. If it's a non-Neutral unit, also give it Veil. Charge: 3

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Boost an allied unit by 3. If it's a Monster unit, also give it Veil. Charges: 3.

This ability adds 15 provisions to your deck's provisions limit.
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 non-Neutral unit from your deck.
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.
Cursed
Summon 2 non-Neutral units without Veil from your deck to an allied row, then give them Doomed and Rupture.
Cursed
Summon 2 Monsters units without Veil from your deck to an allied row, then give them Doomed and Rupture.
Summon up to 3 highest-power units from your opponent's graveyard to an enemy row, then Summon as many highest-power non-Neutral units from your graveyard to the opposite row and give them Doomed.
Summon up to 3 highest-power units from your opponent's graveyard to an enemy row, then Summon as many highest-power Monster units from your graveyard to the opposite row and give them Doomed.
Elf, Wild Hunt, Mage
Deploy: Spawn a 1-power base copy of a non-Neutral unit with a provision cost of 10 or less from your hand on this row.
Elf, Wild Hunt, Mage
Deploy: Spawn a 1-power base copy of a Monster unit with a provision cost of 10 or less from your hand on this row.
Vampire
Deploy: Give an enemy unit Bleeding (2).
Bonded: Give an enemy unit Bleeding equal to its base power instead.
Vampire
Deploy: Give an enemy unit Bleeding (2).
Bonded: Give it Bleeding (4) instead.
Leader
Order: Boost an allied non-Neutral unit by 2 and give it Zeal. Charge: 3

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Boost an allied Northern Realms unit by 2 and give it Zeal. Charge: 3

This ability adds 15 provisions to your deck's provisions limit.
Order: Draw a non-Neutral card of your choice, then shuffle a card from your hand back into the deck and Spawn a Volunteer in your Melee row.
Charge: 2

This ability adds 15 provisions to your deck's provisions limit.
Order: Draw a Northern Realms card of your choice, then shuffle a card from your hand back into the deck and Spawn a Volunteer in your Melee row.
Charges: 2

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Spawn a Volunteer on an allied row, then reduce the Cooldown of non-Neutral units on that row by 1.
Charge: 3

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Spawn a Volunteer on an allied row, then reduce the Cooldown of Northern Realms units in that row by 1.
Charge: 3

This ability adds 15 provisions to your deck's provisions 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 Northern Realms unit from your deck with a provision cost of 9 or less. Boost it by 1 for each provision below the limit.
Veil. Formation.
Order: Reset an allied non-Neutral unit's Order ability and give it Zeal.
Whenever you play a Soldier, boost it by 1.
Veil. Formation.
Order: Reset an allied Northern Realms unit's Order ability and give it Zeal.
Whenever you play a Soldier, boost it by 1.
Formation.
Order: Reset an allied non-Neutral unit's Order ability and give it Zeal.
Devotion: At the start of the round, while in hand or deck, evolve.
Formation.
Order: Reset an allied Northern Realms unit's Order ability and give it Zeal.
Devotion: At the start of round, while in hand or deck, evolve.
Order: Reset an allied non-Neutral unit's Order ability.
At the start of the round, while in hand or deck, evolve.
Order: Reset an allied Northern Realms unit's Order ability.
At the start of round, while in hand or deck, evolve.
Human
Deploy: Spawn and play a base copy of a bronze non-Neutral unit from your hand, then give it a Shield.
Human
Deploy: Spawn and play a base copy of a bronze Northern Realms unit from your hand, then give it Shield.
Human, Mage
Order: Boost an allied unit by 4.
Whenever you play a non-Neutral unit, give it Zeal.
Human, Mage
Order: Boost an allied unit by 4.
Whenever you play a Northern Realms unit, give it Zeal.
Doomed.
Harmony.
Deploy: Boost the lowest power allied unit of each unique non-Neutral primary category your control by 2.
Whenever you play a non-Neutral unit of a primary category you don't control, boost it by 2.
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 non-Neutral 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.
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.
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 non-Neutral units with unique primary categories in your starting deck.
Chapter 1: Whenever you play a non-Neutral 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.
Relict
Harmony.
Whenever you play another Relict, Spawn and play Loc Feainn: Convergence.
Relict
Harmony.
Whenever you play another Relict, 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 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 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.
Dragon, Soldier
Harmony.
Deploy: Spawn an Elven Deadeye, Rowdy Dwarf, or Young Dryad on 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, Soldier
Harmony.
Deploy: Spawn an Elven Deadeye, Rowdy Dwarf, or Young Dryad on 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, Mage
Deploy: Boost a non-Neutral unit in hand by 4.
Elf, Mage
Deploy: Boost a Scoia'tael unit in your hand by 4.
Play a non-Neutral unit from your deck and boost it by 1.
Play a Scoia'tael unit from your deck and boost it by 1.
Harmony.
This unit's Harmony is also triggered in hand and deck.
Harmony.
This unit's Harmony is also triggered in hand and deck.
Human, Bandit
Order (Ranged): Damage a unit by 1. Cooldown: 1
If you control only non-Neutral units, damage a unit by 2 instead.
Human, Bandit
Order (Ranged): Damage a unit by 1. Cooldown: 1.
If you control only Scoia'tael units, damage a unit by 2 instead.
Dryad, Warrior
Veil.
Zeal. Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if the Order is not used, boost a random non-Neutral unit in your hand by 1.
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, 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, 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.
Harmony.
Order (Melee): Boost self by the number of unique primary categories among units you control.
Deploy (Ranged): Poison an enemy unit.
Harmony.
Order (Melee): Boost self by the number of unique primary categories among units you control.
Deploy (Ranged): Poison an enemy unit.
Harmony 2.
Harmony 2.
Beast, Cursed
Harmony.
Order: Infuse an allied unit with "Harmony".
Beast, Cursed
Harmony.
Order: Infuse an allied unit with "Harmony".
Damage an enemy unit by 3, then boost a random non-Neutral unit in your hand by 2.
Deathblow: Boost a non-Neutral unit in your hand instead.
Damage an enemy unit by 3, then boost a random Scoia'tael unit in your hand by 2.
Deathblow: Boost Scoia'tael unit in your hand instead.
Dryad, Warrior
Harmony.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Poison an enemy unit.
Dryad, Warrior
Harmony.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Poison an enemy unit.
Elf, Bandit
Harmony.
Deploy: Spawn an Elven Deadeye into this row.
Elf, Bandit
Harmony.
Deploy: Spawn an Elven Deadeye into 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 a unit to the other row.
Harmony.
Harmony.
Order: Move a non-Neutral unit from your deck to your graveyard, then damage an enemy unit by its power.

This ability adds 16 provisions to your deck's provision limit.
Order: Move a Skellige unit from your deck to your graveyard, then damage an enemy unit by its power.

This ability adds 16 provisions to your deck's provision limit.
Beast
Deploy: Play a non-Neutral unit from your graveyard with a provision cost of 10 or less and give it Doomed, then Spawn Rain on the opposite row with a duration equal to unused provisions.
Beast
Deploy: Play a Skellige unit from your graveyard with a provision cost of 10 or less and give it Doomed, then Spawn Rain on the opposite row with a duration equal to unused provisions.
Human, Warrior
Doomed.
Deploy: Move a bronze non-Neutral 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: 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.
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.
Human, Warrior
Veteran.
Deploy, Bloodthirst 3: Draw a card, then Discard a card.
Whenever you Discard a non-Neutral unit during your turn, Summon it from your graveyard to this row.
Counter: 2
Devotion: Also works whenever a non-Neutral unit enters your graveyard during your turn.
Human, Warrior
Veteran.
Deploy, Bloodthirst 3: Draw a card, then Discard a card.
Whenever you Discard a Skellige unit during your turn, Summon it from your graveyard to this row.
Counter: 2.
Devotion: Also works whenever a Skellige unit enters your graveyard during your turn.
Echo.
Look at the top 3 cards in your deck. Play one, then move the others to your graveyard.
If there is less 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 others to your graveyard.
If there is less than 3 cards in your deck, Spawn and play a Legendary Skellige card that was not in your starting deck instead.
Summon a non-Neutral unit from your graveyard to an allied row and give it Doomed.
Summon a Skellige unit from your graveyard to an allied row and give it Doomed.
Human, Warrior
Deploy: Boost self by the base power of the last non-Neutral unit that went to your graveyard this round.
Human, Warrior
Deploy: Boost self by the base power of the last Skellige unit that went to your graveyard this round.
Play a bronze non-Neutral unit from your graveyard and give it Doomed.
Play a bronze Skellige unit from your graveyard and give it Doomed.