Version History

2021-07-06 v9.1.0      - playgwent News     Balance changes, Sunset Wanderers
2021-06-08 v9.0.0      - playgwent News     Price of Power Expansion
2021-05-06 v8.5.0      - playgwent News     Triss Journey
2021-04-01 v8.4.0      - playgwent News     Balance changes
2021-03-09 v8.3.0      - playgwent News     Familiar Faces
2021-02-09 v8.2.0      - playgwent News     Yen Journey
2021-01-08 v8.1.0      - playgwent News     Madoc, Tooltip fixes
2020-12-08 v8.0.0      - playgwent News     Way of the Witcher Expansion
2020-11-17 v7.4.1      - playgwent News     META SHAKEUP
2020-10-01 v7.3.0      - playgwent News     Artifact Removal, Balance changes
2020-09-01 v7.2.0      - playgwent News     Ability reworks, Balance changes
2020-08-10 v7.1.1      - playgwent twitter  SK Hotfix
2020-08-02 v7.1.0      - playgwent News     Ciri Journey
2020-07-07 v7.0.2      - playgwent News     Master Mirror Hotfix
2020-06-30 v7.0.0      - playgwent News     Master Mirror Expansion
2020-05-05 v6.2.0      - playgwent News     Balance changes
2020-04-02 v6.1.0      - playgwent News     New Abilities, Journey, Balance (Android is v6.0)
2020-03-03 v5.2.0      - playgwent News     Year of the Wererat, Balance changes
2020-02-04 v5.1.0      - playgwent News     Balance changes
2019-12-13 v5.0.1      - playgwent News     Merchants of Ofir Hotfix
2019-12-09 v5.0.0      - playgwent News     Merchants of Ofir Expansion
2019-10-28 v4.1.0      - playgwent News     Balance changes (29th iOS Release)
2019-10-09 v4.0.3      - playgwent News     Iron Judgment Balance Hotfix 
2019-10-02 v4.0.0      - playgwent News     Iron Judgment Expansion 
2019-08-30 v3.2.0      - playgwent News     Vampire Rework, Balance 
2019-07-31 v3.1.0      - playgwent News     NR Rework, Bronze Rebalance
2019-07-05 v3.0.1      - playgwent News     Syndicate Hotfix
2019-06-28 v3.0.0      - playgwent News     Novigrad Expansion
2019-05-30 v2.2.0      - playgwent News     User Experience Update
2019-04-30 v2.1.0      - playgwent News     Nilfgaard Update
2019-04-04 v2.0.1      - playgwent News     CC Dettlaff Hotfix
2019-03-28 v2.0.0      - playgwent News     Crimson Curse Expansion
2019-02-28 v1.3.0      - playgwent News     Seasonal Trees Update
2019-01-31 v1.2.0      - playgwent News     Thronebreaker Leaders Update
2019-01-10 v1.1.0      - playgwent News     Mulligan Update
2018-12-04 v1.0.1.26   - playgwent News     Console Release
2018-11-07 v1.0.0.15-2 - playgwent News     Artifact Provision Update
2018-10-23 v1.0.0.15   - playgwent News     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

New Content

Cards: 110
 
Deploy: Summon 2 random units with 4 Provision Cost from your deck on both sides of this card.
Human, Cursed
Order: Repeat the Deploy ability of the next unit you play during this turn.
Deploy: Play any special card from your deck.
Human, Cursed
Deploy: Destroy an enemy artifact, then boost self by its Provision Cost.
Destroy the highest unit.
Human, Knight
Deploy (Melee): Damage an enemy unit by 1.
Deathblow: Boost self by 6 and gain a Shield.
Deploy: Damage an enemy unit by 2.
Deathblow: Spawn and play a base copy of it.
Deploy: Damage a unit by 4.
Deathblow: Banish it.
Reach: 2
Deploy: Spawn and play Biting Frost, Impenetrable Fog, or Torrential Rain.
Deploy: Damage an enemy unit by 4. If it has a Shield, destroy it instead.
Human
Deploy (Ranged): Move any card from your deck to the top.
Shield.
Order: Give an allied unit a Shield.
Boost a unit by 6 and give it a Shield.
 
Purify 3 adjacent enemy units and damage them by 2.
Deploy: Randomly gain either a Shield, Immunity, Resilience, or Poison.
Damage a unit by 2 and give it Poison.
Deathblow: Give adjacent units Poison.
Bomb
Choose an enemy unit, then damage one adjacent enemy unit by its power.
Damage units at both ends of an enemy row by 3.
Destroy an artifact, or damage a unit by 3.
Bomb
Purify a unit and damage it by 4.
Damage a unit by 4.
Deathblow: Banish it.
Human
Deploy: Purify a unit.
 
Clear all row effects from your side and boost an allied unit by 4. For every row effect cleared, decrease the boost by 2.
Deploy (Ranged): Shuffle a card from your hand into your deck, then draw a card.
Human, Soldier
Order: Give an adjacent unit a Shield.
Human, Bandit
Deploy: Give an enemy unit Bleeding for 2 turns.
Give Vitality to an allied unit for 6 turns.
Deploy: Give an allied unit Vitality for 2 turns.
Bomb
Damage a unit by 3.
Deathblow: Move adjacent units to the other row.
Purify all units on a row.
Organic
Give an enemy unit Bleeding for 6 turns.
Order: Damage a unit by 2.
Charge: 3.
Deathblow: Spawn an Ekimmara and Summon it to a random allied row.
Destroy an allied unit, then apply a Blood Moon row effect to both allied rows and set its duration equal to the destroyed unit's power.
Blood Moon: Every allied turn, on turn start, boost a random Vampire on this row by 2.
Deathwish: Summon this unit from the graveyard to the same row.
This unit's ability is limited to 3 uses and does not refresh when it leaves the battlefield.
Vampire
Deploy: Damage an enemy unit by 3.
Dominance: Drain an enemy unit by 3 instead.
Vampire
Thrive.
Deploy: Spawn an Ekimmara and Summon it to this row.
Deathwish: Repeat the Deploy ability.
Vampire
Deploy: Give an enemy unit Bleeding with a duration equal to the number of allied Vampires.
Ranged: Every allied turn, on turn end, boost self by the number of Bleeding enemy units.
Deploy (Melee): Give an enemy unit Bleeding for 4 turns.
Deploy (Ranged): Purify an allied unit.
Vampire
Deploy: Damage an enemy unit by 1.
Deathblow: Boost self by the destroyed unit's base power.
Vampire
Order (Melee): Drain an enemy unit by 1.
Cooldown: 2.
Whenever you play an Organic card, reduce this unit's Cooldown by 1.
Vampire
Deploy: Damage an enemy unit by 2. If Alp is under Blood Moon, Drain an enemy unit by 2 instead.
Vampire
Deploy: Destroy an allied unit and gain Vitality for 4 turns.
Vampire
Deploy: Damage an enemy unit by 2.
Deathblow: Gain Thrive.
Organic
Give an enemy unit Bleeding for 6 turns.
If you control a Vampire, Purify it first.
Vampire
Deploy: Damage a Bleeding enemy unit by its turn duration.
Vampire
Deploy: Give an enemy unit Bleeding for 2 turns.
Bonded: Give it Bleeding for 4 turns instead.
Vampire, Token
Doomed.
Order: Create and play a card from your opponent's hand.
Human, Knight
Order: Refresh your Leader's ability. If it's disabled, enable it instead.
Human, Cursed
Deploy: Set a unit's power to its Provision Cost.
Human, Mage
Assimilate.
Deploy: Create and play a 1-power copy of a bronze unit from your starting deck.
Deploy (Melee): Damage a Nilfgaardian enemy unit by 7.
Deploy (Ranged): Boost self by 2 for every non-Nilfgaardian unit from your opponent's faction under your control.
Human, Knight
Deploy: Damage an enemy unit by 1.
Deathblow: Damage adjacent enemy units by 2.
If Palmerin is in your hand, trigger this unit's Deathblow ability even if the enemy unit survived.
Human, Knight
Deploy: Damage an enemy unit by 2.
Deathblow: Give adjacent allied units Shields.
If Milton is in your hand, trigger this unit's Deathblow ability even if the enemy unit survived.
Spying.
Deploy: Look at 2 random gold cards from your deck, then play 1.
Human, Agent
Spying.
Deploy: Spawn and play a base copy of a non-Spying bronze enemy unit.
Human, Mage
Assimilate.
Deploy: Purify a unit.
Deploy: Damage an enemy unit by 2. If you have a Tactic in your hand, give it Bleeding for 2 turns.
Human, Soldier
Assimilate.
Human, Agent
Deploy: Give an enemy unit Poison.
Tactic
Remove an enemy unit's Shield, then either damage it by 3, or give an allied unit a Shield and boost it by 3.
Human, Knight
Deploy: Damage an enemy unit by 2. If it has at least 6 power, damage it by 4 instead.
Order: Play a Northern Realms faction card from your hand, then draw a card.
Human
Deploy: Spawn and play a base copy of a bronze unit from your hand, then give it a Shield.
Human, Knight
Formation.
Order: Damage an enemy unit by 4. If Prince Anséis is boosted, Duel an enemy instead.
Human
Deploy (Melee): Remove Shields from all units, then boost self by 3 for every Shield removed.
Human, Knight
Deploy: Gain Charges equal to the number of boosted allied units.
Order: Damage an enemy unit by 1.
Charges : 1.
Split 6 boost randomly between all units on an allied row.
Human, Knight
Shield.
Every allied turn, on turn end, boost this unit by 2 if it has a Shield.
Human, Knight
Deploy: Purify adjacent units.
Formation.
Order: Give an allied unit a Shield.
Human, Agent
Formation.
Order: Give 2 Charges to an allied unit.
Human, Soldier
Deploy: Boost self by 2 for every other Cintrian Royal Guard under your control.
Human, Mage
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Mage.
Human, Mage
Deploy (Ranged): Give an allied unit Vitality for 2 turns.
Bonded: Give it Vitality for 4 turns instead.
Human, Knight
Deploy (Melee): Damage a unit by 2.
Deathblow: Gain Vitality for 2 turns.
Spell
Give an allied unit a Shield, then give it Vitality for 4 turns.
Leader
Order: Play a Scoia'tael card from your deck with 0 Provision Cost or less.
This value is raised by 1 for every unique primary category among Scoia'tael cards in your starting deck.
Treant
Deploy: Damage an enemy unit by the number of cards to the left of Great Oak, then boost self by the number of cards to the right of Great Oak.
Dryad
Deploy: Play a Nature card from your deck.
Spawn and Summon a Dryad Fledgling to an allied row.
If you control a Dryad, Spawn 2 Dryad Fledglings and Summon them to an allied row instead.
Dryad
Harmony.
Deploy: Damage an enemy unit by 2.
Deathblow: Boost a unit in your hand by 2.
Treant
Order (Melee): Move Treant Boar to the other row and Heal it.
Order (Ranged): Move Treant Boar to the other row and damage an enemy unit by 2.
Cooldown: 1.
Shield.
Deploy (Melee): Gain Vitality with a duration equal to the amount this unit is boosted.
Ambush: Give the next unit played by your opponent Poison and transform into Treant Mantis: Strike.
Zeal.
Order: Transform into Treant Mantis: Strike.
No ability.
Deploy: Damage an enemy unit by 2.
Deathblow: Summon a copy of this unit from your deck to this row.
Dryad
Every allied turn, on turn end, move to the rightmost spot on this row, then boost an allied unit to the left by 1.
Dryad
Harmony.
Deploy: Damage an enemy unit by 2, then give it Poison.
Deploy (Melee): Give an enemy unit Poison.
Deploy (Ranged): Give an allied unit a Shield.
Harmony.
Deploy: Give an allied unit Vitality with a duration equal to the number of other allied Dryad units.
Give an allied unit Vitality for 6 turns.
If you control a Dryad, Purify the allied unit first.
Leader
Order: Damage an allied unit by 1.
Charge: 5.
Once all Charges have been exhausted, Spawn a Bear Abomination and Summon it to a random allied row.
Human, Cultist
Ranged: Whenever a unit is played, damage it by half its current power.
Deploy: Spawn a Svalblod Fanatic on both sides of this card.
Order: Damage adjacent units by 2.
Order: Destroy an allied unit, then Heal self.
Human, Cultist, Warrior
Deploy: Damage an allied unit to the right by half of its current power, then damage an enemy unit by that amount.
Human, Cultist
Berserk: Transform into a Champion of Svalblod.
Human, Cultist, Warrior
Order: Damage a unit by 1.
Cooldown: 1.
Berserk: Damage a unit by 2 instead.
Reach: 2
Human, Cultist
Deploy: Transform a damaged allied unit into a Bear Abomination.
Human, Cultist
Deploy: Destroy an allied Beast to the right, then boost self by its power and give an enemy unit Bleeding with a duration equal to the destroyed Beast's power.
Human, Cultist, Warrior
Deploy, Bloodthirst 3: Lock self.
Berserk: Destroy self.
Damage an enemy unit by 2.
Deathblow: Spawn a Bear Abomination and Summon it to a random allied row.
Human, Cultist
Deploy (Ranged): Boost a unit by 3. If it is still damaged, destroy it instead.
Human, Cultist
Every allied turn, on turn end, damage the allied unit to the right by 1, then boost self by 2.
Human, Cultist, Warrior
Deploy: Damage an allied unit by 2, then give an enemy unit Bleeding for 3 turns.
Human, Cultist
Berserk: Transform into a Bear Abomination.
Human, Cultist, Warrior
Deploy (Melee): Damage an enemy unit by 2.
Bloodthirst 2: Give it Bleeding for 2 turns.
Beast, Token
Doomed.

Changes

Cards: 33
Deploy (Melee): Spawn and play Duda: Agitator.
Deploy (Ranged): Spawn and play Duda: Companion.
Deploy, Melee: Spawn and play Duda: Agitator.
Deploy, Ranged: Spawn and play Duda: Companion.
Relict
Deploy (Ranged): Play an artifact from your graveyard.
Relict
Deploy, Ranged: Play an artifact from your graveyard.
Play a unit from the opponent's graveyard and give it Doomed.
Play a unit from the opponent's graveyard and give it Doomed.
Elf, Mage
Deploy (Ranged): Play an artifact from your deck.
Elf, Mage
Deploy, Ranged: Play an artifact from your deck.
Boost 5 adjacent units by 2.
Boost 5 adjacent units by 3.
Tactic
Play a unit from your deck.
Tactic
Play a unit from your deck.
Beast
Whenever you play a gold card, Summon this unit from your deck to a random allied row.
Beast
Whenever you play a gold card, Summon this unit from your deck to a random allied row.
Play the highest unit from your deck.
Play the highest unit from your deck.
Relict
Deploy: Damage a unit by 3. If you control Unicorn, double that amount.
Relict
Deploy: Damage a unit by 4. If you control Unicorn, double that amount.
Relict
Deploy: Boost a unit by 3. If you control Chironex, double that amount.
Relict
Deploy: Boost a unit by 4. If you control Chironex, double that amount.
Witcher
Deploy: Summon Vesemir and Lambert from your deck to this row.
Witcher
Deploy: Summon Vesemir and Lambert from your deck to this row.
Witcher
Deploy: Summon Eskel and Vesemir from your deck to this row.
Witcher
Deploy: Summon Eskel and Vesemir from your deck to this row.
Beast, Cursed
Deploy: Move 3 adjacent units to their other row.
Reach: 2
Beast, Cursed
Deploy: Move all units from one row to the other row.
Reach: 2
Witcher
Deploy: Summon Eskel and Lambert from your deck to this row.
Witcher
Deploy: Summon Eskel and Lambert from your deck to this row.
Doomed.
Damage all units on a row by 2.
Damage all units on a row by 2.
Doomed.
Boost all units on a row by 2.
Boost all units on a row by 2.
Order: Boost a unit by 4 and give it a Shield.
Order: Boost a unit by 3 and give it Immune.
Leader
Order: Spawn and Summon Gernichora's Fruit on an allied row.
Every allied turn, on turn start, refresh this ability if you do not control any Fruits.
Leader
Order: Spawn and Summon Gernichora's Fruit on an allied row.
Every allied turn, on turn start, refresh this ability if you do not control any Fruits.
Deploy (Ranged): Play an Organic card from your deck.
Deploy, Ranged: Play an Organic card from your deck.
Order: Reveal a random card from your opponent's deck and boost an allied unit by 2.
Charge: 3.
Order: Reveal a random card from your opponent's deck and boost an ally by 2.
Charge: 3.
Human, Agent
Order (Melee): Seize a Locked enemy unit.
Human, Agent
Order, Melee: Seize a Locked enemy unit.
Deploy: Purify all allied units on this row.
Deploy: Remove all statuses from all units on the battlefield.
Machine
Deploy (Ranged): Spawn and play a Cow Carcass.
Machine
Deploy, Ranged: Spawn and play a Cow Carcass.
Beast, Token
Doomed. Spying.
On enemy turn end, give adjacent units Poison and destroy self.
Beast
Spying. Doomed.
On enemy turn end, destroy Cow Carcass and the unit on its left.
Leader
Order: Boost an allied unit by 1.
Cooldown: 2.
Leader
Order: Boost an allied unit by 1.
Cooldown: 2.
Human, Mage
Deploy (Ranged): Play a Spell from your deck.
Human, Mage
Deploy, Ranged: Play a Spell from your deck.
Leader
Order: Move a unit to the other row. If it's an enemy, damage it by 2; if it's an ally, boost it by 2.
Charge: 3.
Leader
Order: Move a unit to the other row. If it's an enemy, damage it by 2; if it's an ally, boost it by 2.
Charge: 3.
Look at a random Dwarf, Dryad, and Elf from your deck, then play one.
Look at a random Dwarf, Dryad, and Elf from your deck, then play one.
Order: Boost the unit to the left by 2, or give the unit to the right a Shield.
Order: Boost the unit on the left by 3, or give the unit on the right Immune.
Order: Damage an enemy unit by 1.
Cooldown: 2.
Order: Damage a unit by 1.
Cooldown: 2.
Human
Deploy: Draw 2 cards, then Discard 2 cards.
Human
Deploy: Draw 2 cards, then Discard 2 cards.
Human, Druid
Deploy (Ranged): Play an Alchemy card from your deck.
Human, Druid
Deploy, Ranged: Play an Alchemy card from your deck.
Deploy: Discard a card, then draw a card.
Deploy: Discard a card, then draw a card.