Version History

2025
2025-03-01  v13.3.0  - Source - The Balance Council
2025-02-01  v13.2.0  - Source - The Balance Council
2025-01-01  v13.1.0  - Source - The Balance Council

2024
2024-12-01  v12.12.0 - Source - The Balance Council
2024-11-01  v12.11.0 - Source - The Balance Council
2024-10-01  v12.10.0 - Source - The Balance Council
2024-09-01  v12.9.0  - Source - The Balance Council
2024-08-01  v12.8.0  - Source - The Balance Council
2024-07-01  v12.7.0  - Source - The Balance Council
2024-06-01  v12.6.0  - Source - The Balance Council
2024-05-01  v12.5.0  - Source - The Balance Council
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: 40
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
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.
Resilience.
Zeal. Order: Boost a unit by 3 and Infuse it with "Whenever this unit is targeted by Mahakam Ale or Golden Froth, boost self by 2".
Cooldown: 2
Resilience.
Zeal. Order: Boost a unit by 3 and Infuse it with "Whenever this unit is targeted by Mahakam Ale or Golden Froth, boost self by 2".
Cooldown: 2
Deploy: If your starting deck does not have cards with a provision cost of 10 or more, play the top unit, special, and artifact from your deck.
Ciri: Nova and Golden Nekker are excluded from this condition.
Deploy: If your starting deck does not have cards with a provision cost of 10 or more, play the top unit, special, and artifact from your deck.
Ciri: Nova and Golden Nekker are excluded from this condition.
Construct
This unit's power is always equal to its Armor.
Construct
This unit's power is always equal to its Armor.
Human, Mage, Knight
Whenever you play a Spell, Spawn a random unit with the same provision cost on this row.
Counter: 3
Human, Mage, Knight
Whenever you play a Spell, Spawn a random unit with the same provision cost on this row.
Counter: 3
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 (Melee): Damage 3 enemy units by 2, then move them to the Ranged row.
Witcher
Deploy (Melee): Damage 3 enemy units by 2, then move them to the Ranged row.
Relict
At the end of your turn, while in hand, deck, or graveyard, increase own base power by 1.
Relict
At the end of your turn, while in hand, deck, or graveyard, increase own base power by 1.
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 non-Neutral units from your graveyard to the opposite row and give them Doomed.
Ogroid, Warrior
Deploy (Melee): Clash with the highest-power enemy unit.
Might: At the end of your turn, while in hand, gain 1 Armor.
Ogroid, Warrior
Deploy (Melee): Clash with the highest-power enemy unit.
Might: At the end of your turn, while in hand, gain 1 Armor.
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, Aristocrat
Deploy (Ranged): If neither player has passed and your opponent's hand is not full, move a non-Doomed enemy unit with power up to 2 to your opponent's hand, then draw a card.
Increase the maximum value by the number of Tactics in your starting deck.
Human, Aristocrat
Deploy (Ranged): If neither player has passed and your opponent's hand is not full, move a non-Doomed enemy unit with power up to 2 to your opponent's hand, then draw a card.
Increase the maximum value by the number of Tactics 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, 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.
Witcher
Deploy: Damage an enemy unit by 2. If Auckes is in your hand, damage that unit by 4 instead.
Witcher
Deploy: Damage an enemy unit by 2. If Auckes is in your hand, damage that unit by 4 instead.
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.
Human, Mage, Soldier
Deploy: Spawn a base copy of a bronze unit from your opponent's graveyard to the right of self and set its power to 1.
Bonded: Don't set its power to 1.
Human, Mage, Soldier
Deploy: Spawn a base copy of a bronze unit from your opponent's graveyard to the right of self and set its power to 1.
Bonded: Don't set its power to 1.
Human, Mage
Deploy (Ranged): Draw a card, then move a card from your hand to the top of your deck.
Human, Mage
Deploy (Ranged): Draw a card, then move a card from your hand to the top of your deck.
Human, Soldier
Veil.
Zeal. Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if the Order is not used, boost the unit to the right by 1.
Human, Soldier
Veil.
Zeal. Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if the Order is not used, boost the unit to the right by 1.
Human, Soldier
Shield.
Melee: Whenever this unit loses its Shield, boost it by 2.
At the end of your turn, gain Shield.
Human, Soldier
Shield.
Melee: Whenever this unit loses its Shield, boost it by 2.
At the end of your turn, gain Shield.
Human, Soldier
Order: Summon all copies of self from your deck to this row.
Human, Soldier
Order: Summon all copies of self from your deck to this row.
Human, Soldier
Order: Damage an enemy unit by 2.
Deathblow: Reduce the Cooldown of each unit on this row by 1.
Inspired: Always trigger the Deathblow ability.
Human, Soldier
Order: Damage an enemy unit by 2.
Deathblow: Reduce the Cooldown of each unit on this row by 1.
Inspired: Always trigger the Deathblow ability.
Human, Soldier, Pirate
Zeal. Order: Boost an allied unit by 2.
Devotion: Boost by 4 instead.
Human, Soldier, Pirate
Zeal. Order: Boost an allied unit by 2.
Devotion: Boost by 4 instead.
Order: Spawn an Elven Deadeye on an allied row.
Charges: 3

This ability adds 16 provisions to your deck's provisions limit.
Order: Spawn an Elven Deadeye on an allied row.
Charges: 3

This ability adds 15 provisions to your deck's provisions limit.
Deploy: Spawn a Young Dryad on this row.
At the start of the round, while in hand or deck, evolve.
Deploy: Spawn a Young Dryad on this row.
At the start of the round, while in hand or deck, evolve.
Human
Zeal. Order (Ranged): Spawn a Young Dryad on this row.
Cooldown: 4
Devotion: At the end of your turn, reduce the Cooldown by the duration of Vitality on self.
Human
Zeal. Order (Ranged): Spawn a Young Dryad on this row.
Cooldown: 4
Devotion: At the end of your turn, reduce the Cooldown by the duration of Vitality on self.
Dryad
Deploy: Play a Nature card from your deck.
Dryad
Deploy: Play a Nature card from your deck.
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.
Spring: Boost adjacent units by 3.
Veil.
When you play a special card, Spawn a base copy of self on this row and remove a Counter.
Counter: 1
Veil.
When you play a special card, Spawn a base copy of self on this row and remove a Counter.
Counter: 1
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.
Beast, Cursed, Pirate
When this unit enters your graveyard during the round, Summon it to your Melee row and give it Doomed.
Beast, Cursed, Pirate
When this unit enters your graveyard during the round, Summon it to your Melee row and give it Doomed.
Give an enemy unit Bleeding (4), then play a random bronze Ship from your deck.
Give an enemy unit Bleeding (4), then play a random bronze Ship from your deck.
Human, Cultist, Warrior
Berserk 2: Transform into Champion of Svalblod.
Human, Cultist, Warrior
Berserk 2: Transform into Champion of Svalblod.
Beast
At the end of your turn, if there is Rain or Storm on both enemy rows, Summon self from your deck to your Ranged row.
At the end of your turn, if neither enemy row has Rain or Storm, move self to the bottom of your deck.
Beast
At the end of your turn, if there is Rain or Storm on both enemy rows, Summon self from your deck to your Ranged row.
At the end of your turn, if neither enemy row has Rain or Storm, move self to the bottom of 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.
Human, Cutups
Insanity.
Deploy: Damage a boosted enemy unit by 6. Gain a Coin for each point of excess damage dealt.
Devotion: Damage an enemy unit instead.
Fee 3: Destroy an enemy unit with 3 or less power.
Human, Cutups
Insanity.
Deploy: Damage a boosted enemy unit by 6. Gain a Coin for each point of excess damage dealt.
Devotion: Damage an enemy unit instead.
Fee 3: Destroy an enemy unit with 3 or less power.
Dwarf, Crownsplitters
Deploy: Trigger the Profit abilities of adjacent units.
Fee 2: Boost an allied unit by 2.
Dwarf, Crownsplitters
Deploy: Trigger the Profit abilities of adjacent units.
Fee 2: Boost an allied unit by 2.
Beast, Cutups
At the start of your turn, wherever this card is, randomly change own Fee to a different cost between 1 and 9.
Fee 1: Move self to the other row, then boost self by the Fee cost. If you have 0 Coins, also gain 1 Coin for each allied unit on that row.
Cooldown: 1
Beast, Cutups
At the start of your turn, wherever this card is, randomly change own Fee to a different cost between 1 and 9.
Fee 1: Move self to the other row, then boost self by the Fee cost. If you have 0 Coins, also gain 1 Coin for each allied unit on that row.
Cooldown: 1
Human, Knight, Firesworn
Veil.
Intimidate.
Whenever you Spawn a unit on your side of the battlefield, boost self by 1 for each unit Spawned.
Human, Knight, Firesworn
Veil.
Intimidate.
Whenever you Spawn a unit on your side of the battlefield, boost self by 1 for each unit Spawned.
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.