Version History

2025
2025-07-01  v13.7.0  - Source - The Balance Council
2025-06-01  v13.6.0  - Source - The Balance Council
2025-05-01  v13.5.0  - Source - The Balance Council
2025-04-01  v13.4.0  - Source - The Balance Council
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
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.
Alchemy
Zeal. Order: Damage an enemy unit by 2 and Infuse it with "Whenever this unit receives a boost, damage self by 1".
Alchemy
Zeal. Order: Damage an enemy unit by 2 and Infuse it with "Whenever this unit receives a boost, damage self by 1".
Witcher
Deploy: Boost all Witchers you control by 1.
Adrenaline 4: Also boost all Witchers in your hand and deck.
Witcher
Deploy: Boost all Witchers you control by 1.
Adrenaline 4: Also boost all Witchers in your hand and deck.
Damage a unit by 8.
Damage a unit by 8.
Destroy 2 allied units of the same border color, then Create and play a unit of the same color from your faction or neutrals.
Destroy 2 allied units of the same border color, then Create and play a unit of the same color from your faction or neutrals.
Lock a unit and damage it by 3.
Lock a unit and damage it by 3.
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 non-Neutral unit from your deck.
Elf, Wild Hunt
Disloyal.
Deploy: Damage self by the total duration of Frost on enemy rows.
Deathwish: Boost all enemy units by 2.
When your opponent plays a gold Wild Hunt unit while Lara Dorren is in your graveyard, they also replay Lara Dorren from your graveyard and give it Doomed.
Elf, Wild Hunt
Disloyal.
Deploy: Damage self by the total duration of Frost on enemy rows.
Deathwish: Boost all enemy units by 2.
When your opponent plays a gold Wild Hunt unit while Lara Dorren is in your graveyard, they also replay Lara Dorren from your graveyard and give it 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.
Zeal. Order: Trigger a bronze allied unit's Deathwish ability.
Whenever you play a bronze unit, Summon a random copy of it from your graveyard to the same row and give it Doomed.
Zeal. Order: Trigger a bronze allied unit's Deathwish ability.
Whenever you play a bronze unit, Summon a random copy of it from your graveyard to the same row and give it Doomed.
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.
Beast
Deathwish: Spawn a Harpy on this row.
Beast
Deathwish: Spawn a Harpy on this row.
Elf, Wild Hunt
Veil.
Deploy: Destroy self.
Devotion: Cancel the Deploy ability.
Elf, Wild Hunt
Veil.
Deploy: Destroy self.
Devotion: Cancel the Deploy ability.
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, 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.
Echo.
Damage an enemy unit by 3.
Deathblow: Spawn and play a base copy of it.
Conspiracy: Always trigger the Deathblow ability.
Echo.
Damage an enemy unit by 3.
Deathblow: Spawn and play a base copy of it.
Conspiracy: Always trigger the Deathblow ability.
Human, Cursed, Knight
Veil.
Zeal. Order (Melee): Transform self into Duny.
At the end of your turn, boost a random allied unit by 1.
Human, Cursed, Knight
Veil.
Zeal. Order (Melee): Transform self into Duny.
At the end of your turn, boost a random allied unit by 1.
Assimilate.
Deploy (Melee): Poison a unit.
Deploy (Ranged): Purify a unit.
Assimilate.
Deploy (Melee): Poison a unit.
Deploy (Ranged): Purify a unit.
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, Agent
Deploy: Give an enemy unit Spying.
Order (Conspiracy): Damage an enemy unit by 1.
Whenever an enemy unit gains Spying, reduce the Cooldown by 1.
Cooldown: 2
Human, Mage, Agent
Deploy: Give an enemy unit Spying.
Order (Conspiracy): Damage an enemy unit by 1.
Whenever an enemy unit gains Spying, reduce the Cooldown by 1.
Cooldown: 2
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.
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.
Human, Soldier
Formation.
Order: Boost an allied unit by 2 for each remaining Charge of your leader ability.
Human, Soldier
Formation.
Order: Boost an allied unit by 2 for each remaining Charge of your leader ability.
Formation.
Deploy: Boost self by 1 for each unit on an enemy row.
Order: Transfer all boost from self to an allied unit.
Formation.
Deploy: Boost self by 1 for each unit on an enemy row.
Order: Transfer all boost from self to an allied unit.
Human, Soldier
Deploy (Melee): Reduce the Cooldown of an allied unit by 1.
Deploy (Ranged): Boost an allied unit by 1.
Order: Give an allied unit Zeal.
Human, Soldier
Deploy (Melee): Reduce the Cooldown of an allied unit by 1.
Deploy (Ranged): Boost an allied unit by 1.
Order: Give an allied unit Zeal.
Leader
Order: Spawn and play Tempering.
All Dwarves in your starting deck get 1 Armor.

This ability adds 18 provisions to your deck's provision limit.
Leader
Order: Spawn and play Tempering.
All Dwarves in your starting deck get 1 Armor.

This ability adds 17 provisions to your deck's provision limit.
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. If you have 6 or more Traps in your starting deck, play 2 of your choice instead.
Dragon
Immunity.
Order: Remove this unit's Immunity until the start of your next turn.
Dragon
Immunity.
Order: Remove this unit's Immunity until the start of your next turn.
Elf, Soldier, Bandit
Deploy (Melee): Damage the units on each end of an enemy row by 2.
Deploy (Ranged): Damage all units on an enemy row by 1.
If you control an Elven Deadeye, combine both abilities instead.
Elf, Soldier, Bandit
Deploy (Melee): Damage the units on each end of an enemy row by 2.
Deploy (Ranged): Damage all units on an enemy row by 1.
If you control an Elven Deadeye, combine both abilities instead.
Beast
Deploy: Infuse self with a random Scoia'tael primary category that you don't control.
Order: Replay self, then reduce own base power by 1.
Beast
Deploy: Infuse self with a random Scoia'tael primary category that you don't control.
Order: Replay self, then reduce own base power by 1.
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.
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 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
Deploy (Melee): Banish a unit in your graveyard and damage an enemy unit by its power.
Human, Warrior
Deploy (Melee): Banish a unit in your graveyard and damage an enemy unit by its power.
Beast
Order: Boost Olaf by twice the amount he is damaged.
Beast
Order: Boost Olaf by twice the amount he is damaged.
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, Cursed, Pirate
Deploy: Damage 3 units by 1, then Spawn a Seagull in your graveyard for each target that is damaged or destroyed.
When an enemy unit is destroyed, Summon self from your graveyard to your Ranged row, then gain Doomed.
Beast, Cursed, Pirate
Deploy: Damage 3 units by 1, then Spawn a Seagull in your graveyard for each target that is damaged or destroyed.
When an enemy unit is destroyed, Summon self from your graveyard to your Ranged row, then gain Doomed.
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.
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.