Version History

2026
2026-03-01  v14.3.0  - Source - The Balance Council
2026-02-01  v14.2.0  - Source - The Balance Council
2026-01-01  v14.1.0  - Source - The Balance Council
2025
2025-12-01  v13.12.0 - Source - The Balance Council
2025-11-01  v13.11.0 - Source - The Balance Council
2025-10-01  v13.10.0 - Source - The Balance Council
2025-09-01  v13.9.0  - Source - The Balance Council
2025-08-01  v13.8.0  - Source - The Balance Council
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
Beast
Deploy: Gain Vitality (5).
At the start of the round, while in your graveyard, Banish self, then Spawn Phoenix Hatchling on a random allied row.
Beast
Deploy: Gain Vitality (5).
At the start of the round, while in your graveyard, Banish self, then Spawn Phoenix Hatchling on a random allied row.
Dwarf, Bandit
Deploy (Melee): Damage an enemy unit by 1 for each card in your hand.
Dwarf, Bandit
Deploy (Melee): Damage an enemy unit by 1 for each card in your hand.
Human, Bandit
Deploy: If your starting deck has at least 25 units, Summon all copies of self from your deck to this row.
Human, Bandit
Deploy: If your starting deck has at least 25 units, Summon all copies of self from your deck to this row.
Ogroid
No ability.
Ogroid
No ability.
Relict
Deathwish: Seize a random enemy unit with 4 or less power.
Relict
Deathwish: Seize a random enemy unit with 4 or less power.
Insectoid
Veil.
Zeal. Order (Predator): Damage an enemy unit by 1 or Consume an allied Drone.
Charge: 1
Whenever you Spawn one or more Insectoids, gain a Charge.
Insectoid
Veil.
Zeal. Order (Predator): Damage an enemy unit by 1 or Consume an allied Drone.
Charge: 1
Whenever you Spawn one or more Insectoids, gain a Charge.
Beast
Deploy: Consume an allied unit.
When you play a Deathwish unit on your Ranged row, Summon self from your graveyard to the same row, Consume it and gain Doomed.
Beast
Deploy: Consume an allied unit.
When you play a Deathwish unit on your Ranged row, Summon self from your graveyard to the same row, Consume it and gain Doomed.
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, 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.
Human, Soldier, Knight
Order (Melee): Reset your leader ability.
Human, Soldier, Knight
Order (Melee): Reset your leader ability.
Human, Soldier
Once all leader Charges are used up, Summon self from your deck to a random allied row. If you control at least 4 units with Flanking, play self instead and gain Zeal.
Order: Boost all allied Soldiers with Armor by 1.
Human, Soldier
Once all leader Charges are used up, Summon self from your deck to a random allied row. If you control at least 4 units with Flanking, play self instead and gain Zeal.
Order: Boost all allied Soldiers with Armor by 1.
Witcher
Adrenaline 1: At the end of your turn, boost self by the difference between the number of cards in the players' decks.
Witcher
Adrenaline 1: At the end of your turn, boost self by the difference between the number of cards in the players' decks.
Human, Soldier
Flanking.
Deploy: Damage an enemy unit by 1.
Barricade: At the end of your turn, damage a random enemy unit by 1 if you played a Soldier this turn.
Human, Soldier
Flanking.
Deploy: Damage an enemy unit by 1.
Barricade: At the end of your turn, damage a random enemy unit by 1 if you played a Soldier this turn.
Human
Deploy: Infuse an enemy unit with "Whenever a card enters or leaves your deck, damage self by 1", then, if it wasn't a Token, Spawn its base copy at the bottom of your opponent's deck.
Human
Deploy: Infuse an enemy unit with "Whenever a card enters or leaves your deck, damage self by 1", then, if it wasn't a Token, Spawn its base copy at the bottom of your opponent's deck.
Leader
Order: Boost an allied unit by 2 and give it a Shield.
Charges: 3

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Boost an allied unit by 2 and give it a Shield.
Charges: 3

This ability adds 16 provisions to your deck's provisions limit.
Beast, Siege Engine
Order: Damage adjacent units by 4, then boost self by 4 for each unit damaged.
Crew: Boost self by 8 instead.
Cooldown: 6
Beast, Siege Engine
Order: Damage adjacent units by 4, then boost self by 4 for each unit damaged.
Crew: Boost self by 8 instead.
Cooldown: 6
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, 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.
Beast
At the end of the round, shuffle this card back into your deck, keeping its boost.
Beast
At the end of the round, shuffle this card back into your deck, keeping its boost.
Human, Mage
Deploy: Damage an enemy unit by 2.
Order: Damage an enemy unit by 2.
Human, Mage
Deploy: Damage an enemy unit by 2.
Order: Damage an enemy unit by 2.
Machine, Siege Engine
Whenever you use an Order ability, damage a random enemy unit by 1.
Machine, Siege Engine
Whenever you use an Order ability, damage a random enemy unit by 1.
Human, Soldier
Formation.
Order: Boost an allied unit by 1.
Charges: 3
Human, Soldier
Formation.
Order: Boost an allied unit by 1.
Charges: 3
Machine, Siege Engine
Deploy: Damage an enemy unit by 1.
Order: Damage an enemy unit by 2.
Machine, Siege Engine
Deploy: Damage an enemy unit by 1.
Order: Damage an enemy unit by 2.
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 each 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 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 each category it has.
Chapter 2: Spawn and play Loc Feainn: Convergence.
Tactic
Echo.
Spawn 3 Cargos on an allied row.
Tactic
Echo.
Spawn 3 Cargos on an allied row.
Witcher
Deploy: Destroy the rightmost unit on an enemy row with at least 5 units.
Adrenaline 3: Destroy the rightmost unit on an enemy row with at least 3 units instead.
Witcher
Deploy: Destroy the rightmost unit on an enemy row with at least 5 units.
Adrenaline 3: Destroy the rightmost unit on an enemy row with at least 3 units instead.
Dwarf, Warrior
Deploy: Damage an enemy unit by 3.
Barricade: At the end of your turn, lose Armor and boost self by that much.
Dwarf, Warrior
Deploy: Damage an enemy unit by 3.
Barricade: At the end of your turn, lose Armor and boost self by that much.
Dwarf, Soldier
Deploy: Give each allied Dwarf 1 Armor. If they already had Armor, boost them by 1 instead.
Dwarf, Soldier
Deploy: Give each allied Dwarf 1 Armor. If they already had Armor, boost them by 1 instead.
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, Pirate
Deploy (Ranged): Swap your graveyard with your deck.
Human, Pirate
Deploy (Ranged): Swap your graveyard with your deck.
Beast
Whenever this unit loses Armor, boost it by the amount of Armor lost.
Barricade: At the end of your turn, gain 1 Armor.
Beast
Whenever this unit loses Armor, boost it by the amount of Armor lost.
Barricade: At the end of your turn, gain 1 Armor.
Human, Druid
Deploy: Spawn 2 Crows on this row.
Whenever you play an Alchemy card, Summon Crowmother from your graveyard to a random allied row.
Human, Druid
Deploy: Spawn 2 Crows on this row.
Whenever you play an Alchemy card, Summon Crowmother from your graveyard to a random allied row.
Human
Deploy: Boost all allied Humans by 1.
Start the game with 5 random Skellige bronze Humans in your graveyard.
Human
Deploy: Boost all allied Humans by 1.
Start the game with 5 random Skellige bronze Humans in your graveyard.
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.
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.
Deploy: Spawn 3 Harald's Pals on the other row.
Order: Damage an allied unit by 1.
Cooldown: 1
Deploy: Spawn 3 Harald's Pals on the other row.
Order: Damage an allied unit by 1.
Cooldown: 1
Whenever Rain or Storm damages enemy units, boost self by the damage dealt.
Whenever Rain or Storm damages enemy units, boost self by the damage dealt.
Raid
Damage an enemy unit by 2.
Bloodthirst 2: Also play a Pirate from your hand, then draw a card.
Raid
Damage an enemy unit by 2.
Bloodthirst 2: Also play a Pirate from your hand, then draw a card.
Human, Pirate
Deploy: If played next to a Ship, Spawn a base copy of self on this row.
Zeal. Order: Damage a unit by 1.
Human, Pirate
Deploy: If played next to a Ship, Spawn a base copy of self on this row.
Zeal. Order: Damage a unit by 1.
Human, Pirate
Deploy (Bloodthirst 2): Gain Zeal.
Order: Damage a unit by 1.
Charges: 3
Human, Pirate
Deploy (Bloodthirst 2): Gain Zeal.
Order: Damage a unit by 1.
Charges: 3
Human, Warrior
Deploy: Damage an enemy unit by 2, then damage self by 2.
Human, Warrior
Deploy: Damage an enemy unit by 2, then damage self by 2.
Human, Knight, Firesworn
Intimidate.
Deploy: Spawn and play a base copy of a bronze Firesworn unit from your hand.
Devotion: Boost it by 2.
Human, Knight, Firesworn
Intimidate.
Deploy: Spawn and play a base copy of a bronze Firesworn unit from your hand.
Devotion: Boost it by 2.