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: 36
Ogroid, Warrior
Deploy (Might): Gain Resilience.
The base power of this card is equal to the number of Ogroids in your starting deck.
Boost an allied unit by 10.
Might: When you play an Ogroid, play self from your graveyard and gain Doomed.
Ogroid, Druid
At the end of your turn, boost the lowest-power unit you control by 1.
Might: Boost all lowest-power units you control by 1 instead.
Ogroid, Warrior
Deploy (Melee): Clash with the highest-power enemy unit.
Might: At the end of your turn, while in hand, gain 2 Armor.
Ogroid, Warrior
Deploy: Boost self by 2 for each allied unit with 10 or more power.
Ogroid, Warrior
Timer 7: Set own base power to 10.
Deploy: Reduce the Timer by 1 for each Ogroid in your hand.
Location
Resilience.
Deploy: Spawn Imperial Fleet to the left of self and Imperial Marine to the right of self.
Order: Boost 2 allied units by 2 and swap their positions.
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.
Machine, Ship
Flanking.
Order: Poison a non-Poisoned unit with at least 1 status.
At the end of your turn, gain a Charge.
Charge: 1
Machine, Ship
Zeal. Order: Infuse an enemy unit with "At the end of your turn, damage self for each active Flanking unit on the opposite row".
Charge: 1
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, Aristocrat
Deploy: Banish 3 cards from your deck.
Order: Play a base copy of one of them, then remove it from the list.
Cooldown: 2
Human, Soldier, Aristocrat
Deploy: Boost 3 bronze units in your deck by 1.
The first time an allied unit uses its Order each turn, Summon a random unit with the same power from your deck to this row.
Location
Resilience.
Deploy: Create a bronze Northern Realms unit with an Order ability.
Order: Refresh an allied bronze unit's Order, then give it Zeal.
Human, Soldier
Order: Duel a random enemy unit.
Machine, Siege Engine, Ship
Order: Damage an enemy unit by 2, then boost a random non-boosted unit in your deck by the excess damage dealt.
Increase the damage for each time you used an Order ability this turn.
Machine, Siege Engine
Whenever you use an Order ability, damage a random enemy unit by 1.
Elf, Soldier, Bandit
Deploy: If played adjacent to at least one:
Trap - Play an Elf from your deck.
Elf - Play a Trap from your deck.
Elf, Soldier, Bandit
Deploy: For the rest of the match, whenever you Spawn an Elven Deadeye, boost it by 1.
If your starting deck has at least 4 unique Traps, this card starts in your hand.
Ambush: When your opponent plays a unit with 4 or less power, flip self.
At the end of your turn, boost adjacent units by [2]. When your opponent passes while this card is face-up, Lock self.
Spring: Boost a unit in your hand by [6], then Lock self.
Whenever your opponent passes, decrease the boost values by 1.
Trap
Ambush (Timer 3): Spawn 3 Elven Deadeyes on this row.
Spring: Spawn 2 Elven Deadeyes on this row.
Elf, Soldier, Bandit
Deploy: Seize an enemy unit with 0 or less power, then transform the Seized unit into an Elven Deadeye without changing its power.
The maximum power is increased by 1 for each Trap you played this round.
Elf, Soldier, Bandit
Deploy: Boost self by 3 for each face-down allied Trap.
Human, Pirate, Warrior
Deploy (Melee): Clash with an enemy unit.
Whenever you play a Raid, remove all Armor from self and adjacent Pirates and Ships, then boost them and self by the amounts removed.
Human, Pirate
Veteran.
Deploy: Damage self by own base power, then split as much damage randomly between enemy units.
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.
Create and play a bronze Skellige Ship.
While in graveyard, whenever a unit is played, damage it by 1.
After 13 damage has been dealt, Banish self.
Raid
Damage an enemy unit by 2.
Bloodthirst 2: Play a Pirate from your hand, then draw a card.
Machine, Ship
Whenever a card enters either graveyard, damage a random enemy unit by 1.
Human, Pirate
Deploy: Gain as many Coins as you spent this turn.
Fee 1: Boost an allied Pirate by 1.
Machine, Ship
Profit 6.
Vice 10: Play the top card from your deck.
Human, Pirate
Vice 6: Destroy the lowest-power enemy unit.
Profit 5.
Spend all your Coins, then play a unit from your deck with a provision cost up to the number of Coins spent.
Beast, Pirate
Profit 2.
Fee 1: Spawn a Syndicate Crown on this row.
Cooldown: 1
Human, Pirate
Vice 3: Boost self by 1.

Changes

Cards: 27
Doomed.
Boost an allied unit by 0. Increase the boost by 1 for each Nature card other than Spring Equinox in your starting deck.
Boost an allied unit by 0. Increase the boost by 1 for each Nature in your starting deck.
Ogroid
Deploy: Boost self by the total base power of Ice Giants in your starting deck.
Ogroid
Deploy (Melee): Boost self by 2 for each unit more that your opponent controls.
Ogroid
Deathwish: Your opponent Summons the highest-power unit from their deck to the opposite row.
Ogroid
Deathwish: Your opponent Summons the highest-power unit from their deck to the opposite row.
Ogroid
Deploy: Destroy an adjacent allied unit, then damage an enemy unit by the destroyed unit's power.
Ogroid
Deploy: Destroy an adjacent allied unit, then damage an enemy unit by the destroyed unit's power.
Ogroid
Might: At the end of your turn, boost self by 1.
Ogroid
At the end of your turn, if you control fewer units than your opponent, boost self by 1.
Human, Soldier
Flanking.
At the end of your turn, gain 1 Armor.
Ranged: When this unit reaches 5 Armor, move self to the Melee row.
Barricade (Melee): Whenever your opponent plays a unit on their side of the battlefield, lose all Armor and damage it by the same amount, then Lock self.
Human, Soldier
Flanking.
At the end of your turn, gain 1 Armor.
Ranged: When this unit reaches 5 Armor, move self to the Melee row.
Barricade (Melee): Whenever your opponent plays a unit on their side of the battlefield, lose all Armor and damage it by the same amount, then Lock self.
Human, Soldier, Aristocrat
Deploy: Play a Crew unit from your deck.
Whenever an adjacent unit's Cooldown decreases, boost self by the same amount.
Human, Soldier
Deploy: Play a Crew unit from your deck.
Whenever an adjacent unit's Cooldown decreases, boost self by the same amount.
Human, Soldier, Aristocrat
The first time a bronze non-Neutral unit on your side of the battlefield is boosted each turn, Spawn a base copy of it at the bottom of your deck.
Devotion: Also boost the Spawned copy by 1.
At the end of your turn, boost a unit to the right by 1.
Human, Soldier
The first time a bronze non-Neutral unit on your side of the battlefield is boosted each turn, Spawn a base copy of it at the bottom of your deck.
Devotion: Also boost the Spawned copy by 1.
At the end of your turn, boost a unit to the right by 1.
Human, Soldier, Aristocrat
Deploy: If the base version of your leader ability has more than 1 Charge, give it an additional Charge.
Order: Repeat the Deploy ability.
Human, Soldier
Deploy: If the base version of your leader ability has more than 1 Charge, give it an additional Charge.
Order: Repeat the Deploy ability.
Human, Aristocrat
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 non-Neutral unit from your hand, then give it a Shield.
Human, Mage, Aristocrat
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 non-Neutral unit, give it Zeal.
Human, Soldier, Aristocrat
Deploy: Reduce the Timer by 1 for each adjacent unit with an Inspired ability.
Timer 3: Boost all allied units by 1 and reset the Timer.
Whenever this unit receives a boost, gain 1 Armor.
Human, Soldier
Timer 3 (Inspired): Boost all allied units by 1 and reset the Timer.
Whenever this unit receives a boost, gain 1 Armor.
Human, Aristocrat
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 5, set its power to 5.
Devotion: Increase the power limit to 6.
Human, Aristocrat
Deploy (Melee): Remove Shield from all units, then boost self by 3 for each Shield removed.
Human
Deploy (Melee): Remove Shield from all units, then boost self by 3 for each Shield removed.
If you have 4 or more Traps in your starting deck, play 2 of them at random.
If you have 6 or more Traps in your starting deck, play 2 of your choice instead.
If you have 4 or more Traps in your starting deck, play 2 of them at random.
Elf, Soldier, Bandit
Deploy: Move an allied Trap back to your hand, then play a Trap.
Elf, Soldier, Bandit
Deploy: Move an allied Trap back to your hand, then play a Trap.
Spring: Boost adjacent units by 3.
Ambush: When your opponent passes, boost adjacent units by 4.
Spring: Boost adjacent units by 3.
Ambush: When your opponent passes, boost adjacent units by 4.
Ambush: When your opponent plays a special card, destroy the highest-power enemy unit.
Spring: Destroy the lowest-power enemy unit.
Ambush: When your opponent plays a special card, destroy the highest-power enemy unit.
Spring: Destroy the lowest-power enemy unit.
Whenever you play an artifact, boost the lowest-power allied unit by 3.
Deploy: Create and play a Trap card from your starting deck.
Ambush: When your opponent plays a card face up, split damage equal to its provision cost randomly between all enemy units.
Spring: Split 6 damage randomly between all enemy units.
Ambush: When your opponent plays a card face up, split damage equal to its provision cost randomly between all enemy units.
Spring: Split 6 damage randomly between all enemy units.
Spring: Transform into Treant Mantis: Strike.
Ambush: Give the next unit played by your opponent Poison and transform into Treant Mantis: Strike.
Spring: Transform into Treant Mantis: Strike.
Ambush: Give the next unit played by your opponent Poison and transform into Treant Mantis: Strike.
Spring: Damage all units on a row by 1.
Ambush (Timer 2): Damage all enemy units on the row with the most units by 2.
Spring: Damage all units on a row by 1.
Ambush (Timer 2): Damage all enemy units on the row with the most units by 2.
Spring: Damage a unit by 3.
Ambush: Damage the next unit your opponent plays on their side by 5.
Spring: Damage a unit by 3.
Ambush: Damage the next unit your opponent plays on their side by 5.
Machine, Ship
Deploy (Melee): Damage all damaged enemy units by 1, then damage all enemy units by 1.
Machine, Ship
Deploy (Melee): Damage all damaged enemy units by 1, then damage all enemy units by 1.
Human, Pirate, Warrior
Deploy: Give 3 Pirates or Ships in your hand 2 Armor.
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 3 Pirates or Ships in your hand 2 Armor.
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, Warrior
Veteran.
Deploy: Damage self by 6.
Whenever an enemy unit takes damage, Heal self by 1.
Human, Warrior
Deploy: Damage self by 6.
Whenever an enemy unit takes damage, Heal self by 1.
Deploy: Boost an allied unit by the amount of Armor on the highest-Armor unit in your hand.
Deploy: Boost an allied unit by 2. If it's damaged, boost it by 4 instead.