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: 42
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.
Construct
This unit's power is always equal to its Armor.
Construct
This unit's power is always equal to its Armor.
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.
Deploy: Choose a bronze allied unit.
Timer 2: Spawn a base copy of chosen unit to the right of Megascope.
Deploy: Choose a bronze allied unit.
Timer 2: Spawn a base copy of chosen unit to the right of Megascope.
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.
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.
Deploy (Ranged): Play an Organic card from your deck.
Deploy (Ranged): Play an Organic card from your deck.
Deploy: Consume an allied unit.
Bonded: Also Spawn a Harpy Egg on this row.
Deploy: Consume an allied unit.
Bonded: Also Spawn a Harpy Egg 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 an enemy unit Bleeding equal to its base power instead.
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.
Resilience.
Order: Look at the top 2 cards from your deck, and choose one to move to the bottom.
If it was an Agent, give an enemy unit Spying. If it was an Aristocrat, give an enemy unit Bleeding (2).
Whenever you play an Aristocrat, refresh the Order.
While in deck, when you play a gold Aristocrat, Summon self to your Melee row.
Resilience.
Order: Look at the top 2 cards from your deck, and choose one to move to the bottom.
If it was an Agent, give an enemy unit Spying. If it was an Aristocrat, give an enemy unit Bleeding (2).
Whenever you play an Aristocrat, refresh the Order.
While in deck, when you play a gold Aristocrat, Summon self to your Melee row.
Human, Aristocrat
Deploy: If your opponent has not passed and their hand is not full, Create a legendary unit from your faction that was not in your starting deck, add it to your opponent's hand, move the rest to the bottom of your opponent's deck, then Create a legendary unit from your opponent's faction that was not in their starting deck, add it to your hand, put the rest on the bottom of your deck.
Human, Aristocrat
Deploy: If your opponent has not passed and their hand is not full, Create a legendary unit from your faction that was not in your starting deck, add it to your opponent's hand, move the rest to the bottom of your opponent's deck, then Create a legendary unit from your opponent's faction that was not in their starting deck, add it to your hand, put the rest on the bottom of your deck.
Human, Mage, Agent
Deploy: Swap a card from your opponent's graveyard with a card in your hand.
Human, Mage, Agent
Deploy: Swap a card from your opponent's graveyard with a card in your hand.
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): Shuffle a card from your opponent's graveyard into their deck.
Deploy (Ranged): Shuffle a card from your graveyard into your deck.
Human, Mage
Deploy (Melee): Shuffle a card from your opponent's graveyard into their deck.
Deploy (Ranged): Shuffle a card from your graveyard into your deck.
Witcher
Deploy: If Auckes is in your hand, Lock an enemy unit. If Serrit is in your hand, damage an enemy unit by 3. If both are in your hand, Lock a unit and damage it by 3.
Witcher
Deploy: If Auckes is in your hand, Lock an enemy unit. If Serrit is in your hand, damage an enemy unit by 3. If both are in your hand, Lock a unit and damage it by 3.
Human, Cultist
At the start of the game, Infuse 2 random gold non-Cultist units in your starting deck with Cultist category and Infuse them with "After this card is played or Summoned, if you control 3 or more Cultists, damage the lowest-power Infused enemy unit by 3".
Human, Cultist
At the start of the game, Infuse 2 random gold non-Cultist units in your starting deck with Cultist category and Infuse them with "After this card is played or Summoned, if you control 3 or more Cultists, damage the lowest-power Infused enemy unit by 3".
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, 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 Cultists your opponent controls".
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 Cultists your opponent controls".
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, 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, 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.
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.
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: 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: 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
At the end of your turn, boost the unit to the right by 1.
Human, Soldier
At the end of your turn, boost the unit to the right by 1.
Choose 2 allied units, then give them Vitality (4) and Spawn a Frog on each side of the chosen units.
Choose 2 allied units, then give them Vitality (4) and Spawn a Frog on each side of the chosen units.
Echo.
Choose one:
Boost an allied unit by 7 and give it Veil.
Boost an allied unit by 9.
Boost an allied unit by 6 and give it Vitality (6).
Echo.
Choose one:
Boost an allied unit by 7 and give it Veil.
Boost an allied unit by 9.
Boost an allied unit by 6 and give it Vitality (6).
Elf, Soldier, Agent
Deploy: If you control an artifact, Spawn an Elven Deadeye on this row.
Elf, Soldier, Agent
Deploy: If you control an artifact, Spawn an Elven Deadeye on this row.
Elf, Mage, Soldier
Deploy: Give an enemy unit Bleeding equal to the amount of boost on this card.
Bonded: Damage it by that amount instead.
Elf, Mage, Soldier
Deploy: Give an enemy unit Bleeding equal to the amount of boost on this card.
Bonded: Damage it by that amount instead.
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 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: Damage an enemy unit by the difference between its base and current power.
Deathblow: Gain Resilience.
While 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.
While in hand or deck, evolve after you win a round.
Beast
Disloyal.
Deploy: Move 3 enemy units to this row, damage them by 2 and Spawn Storm for 3 turns on this row.
Deathwish: At the end of this turn, Summon self to the opposite row and boost self by the number of unique allied Beasts.
Beast
Disloyal.
Deploy: Move 3 enemy units to this row, damage them by 2 and Spawn Storm for 3 turns on this row.
Deathwish: At the end of this turn, Summon self to the opposite row and boost self by the number of unique allied Beasts.
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, Cultist, Druid
Deploy: Spawn and play Tears of Siren.
Order: Replace Rain on an enemy row with Storm of the same duration.
Human, Cultist, Druid
Deploy: Spawn and play Tears of Siren.
Order: Replace Rain on an enemy row with Storm of the same duration.
Human, Pirate, Warrior
Defender.
Berserk 6: At the end of your turn, gain 1 Armor.
Human, Pirate, Warrior
Defender.
Berserk 6: At the end of your turn, gain 1 Armor.
Human, Warrior
Veteran.
Deploy: Increase the damage of your Raid cards by 1 for the rest of the game.
Human, Warrior
Veteran.
Deploy: Increase the damage of your Raid cards by 1 for the rest of the game.
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.
Human, Agent, Aristocrat
Intimidate.
Profit 4.
For each unique Gang category in your starting deck, increase the Profit by 1.
Human, Agent, Aristocrat
Intimidate.
Profit 4.
For each unique Gang category in your starting deck, increase the Profit by 1.
Human, Mage, Salamandra
Profit 2.
Tribute 9: Spawn Savolla's Frightener on this row.
Human, Mage, Salamandra
Profit 2.
Tribute 9: Spawn Savolla's Frightener on this row.
Human, Agent, Blindeyes
Profit 3.
Bonded: Profit 5 instead.
Human, Agent, Blindeyes
Profit 3.
Bonded: Profit 5 instead.