Version History

2024
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)

New Content

Cards: 1
Deploy: Create and play a bronze Syndicate faction card.

Changes

Cards: 83
Spell
Destroy the highest unit(s).
Spell
Destroy the highest unit(s).
Deploy: Draw a card, then play a card.
Deploy: Draw a card, then play a card.
Human, Mage
Deploy (Ranged): Create and play a bronze special card from either player's starting deck.
Human, Mage
Deploy (Ranged): Create and play a bronze special card from either player's starting deck.
After 2 allied turns, on turn end, destroy the highest unit on the battlefield, excluding self.
After 2 allied turns, on turn end, destroy the highest unit on the battlefield, excluding self.
Banish a unit or an artifact.
Banish a unit or an artifact.
Deploy: Gain randomly Shield, Doomed, Resilience or Poison.
Deploy: Randomly gain either a Shield, Immunity, Resilience, or Poison.
Boost a unit by 6 and give it a Shield.
Boost a unit by 6 and give it a Shield.
Order: Give an enemy unit Bleeding for 3 turns. Charge: 3
Once all Charges are used up, Spawn an Ekimmara into a random allied row.
Order: Damage a unit by 1.
Charge: 3.
Deathblow: Spawn an Ekimmara and Summon it to a random allied row.
Ogroid
No ability.
Ogroid
No ability.
Dragon
Melee: Every allied turn, on turn end, destroy the lowest unit on the side with the most units.
Dragon
Melee: Every allied turn, on turn end, destroy the lowest unit on the side with the most units.
Organic
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.
Organic
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.
Relict
Deathwish: Seize an enemy unit with 4 or less power.
Relict
Deathwish: Seize an enemy unit with 3 or less power.
Vampire
Deploy: Damage an enemy unit by 3.
Dominance: Drain an enemy unit by 3 instead.
Vampire
Deploy: Damage an enemy unit by 3.
Dominance: Drain an enemy unit by 3 instead.
Vampire
Deploy (Melee): Damage an enemy unit by 1. If it's Bleeding deal 3 damage instead.
Deathblow: Boost self by the destroyed unit's base power.
Vampire
Deploy: Damage an enemy unit by 1.
Deathblow: Boost self by the destroyed unit's base power.
Beast
Thrive.
Deploy: Damage all enemy units on the opposite row by 1.
Deathwish: Repeat the Deploy ability.
Beast
Thrive.
Deploy: Damage all enemy units on the opposite row by 1.
Deathwish: Repeat the Deploy ability.
Necrophage
Thrive.
Deploy: Trigger a bronze allied unit's Deathwish ability.
Necrophage
Thrive.
Deploy: Trigger a bronze allied unit's Deathwish ability.
Insectoid
Order: Consume an allied unit.
Charge: 2.
Insectoid
Order: Consume an allied unit.
Charge: 2.
Vampire
Zeal.
Order (Melee): Give an enemy unit Bleeding for 2 turns. Cooldown: 2.
Whenever you play a Vampire card, reduce this unit's Cooldown by 1.
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
Thrive.
Deploy: Give an enemy unit Bleeding for 2 turns.
Vampire
Deploy: Damage an enemy unit by 2.
Deathblow: Gain Thrive.
Vampire
At the end of every allied turn, boost self by 1 if there is a Bleeding enemy.
Vampire
Deploy: Damage an enemy unit by its Bleeding duration.
Order: Create and play a card from your opponent's hand.
Order: Create and play a card from your opponent's hand.
Human, Agent
Order: Spawn and play a copy of the last Tactic card you already played this round.
Human, Agent
Order: If this unit is on the battlefield, Spawn and play a copy of a Tactic card you played during this turn.
Human, Mage
Deploy (Melee): Destroy an enemy unit, then your opponent Summons the top unit from their deck to a random enemy row.
Deploy (Ranged): Destroy an allied unit, then Summon the top unit from your deck to a random allied row.
Human, Mage
Deploy (Melee): Destroy an enemy unit, then your opponent Summons the top unit from their deck to a random enemy row.
Deploy (Ranged): Destroy an allied unit, then Summon the top unit from your deck to a random allied row.
Place an enemy unit or an enemy artifact on the top of your deck.
Choose any unit or artifact on the battlefield and place it at the top of its owner's 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 3. If Auckes is in your hand, damage that unit by 5 instead.
Human, Agent
Spying.
Deploy: Boost an allied unit by 7.
Human, Agent
Spying.
Deploy: Boost an allied unit by 6.
Machine
Deploy (Ranged): Damage an enemy unit by 1. For every Spying unit adjacent to it, increase the damage by 2.
Machine
Deploy (Ranged): Damage an enemy unit by 1. For every Spying unit adjacent to it, increase the damage by 1.
Machine
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Tactic card.
Machine
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Tactic card.
Leader
Order: Boost an allied Northern Realms unit by 1 and give it Zeal.
Charge: 3.
Leader
Order: Boost an allied unit by 2 and give it Zeal.
Charge: 3.
Order: Play a Northern Realms faction card from your hand, then draw any card.
Order: Play a Northern Realms faction card from your hand, then draw any card.
Specter, Cursed, Knight
Deploy: Transform all allied Human units in this row into Kaedweni Revenants, without changing their power.
Specter, Cursed, Knight
Deploy: Transform all allied Human units into Kaedweni Revenants without changing their power.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Deathblow: Gain Zeal.
Order: Spawn a Blue Stripes Commando and Summon it to this row.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Deathblow: Gain Zeal.
Order: Spawn a Blue Stripes Commando and Summon it to this row.
Human, Soldier
Formation.
Order: Reset a unit.
Inspired: If it was boosted, give it Bleeding for a duration equal to the amount of boost it lost.
Human, Soldier
Formation.
Order: Reset a unit.
Inspired: If it was boosted, give it Bleeding for a duration equal to the amount of boost it lost.
Human, Mage
Deploy: Give adjacent units Vitality for a duration equal to each of their base powers.
Human, Mage
Deploy: Give adjacent units Vitality for a duration equal to each of their base powers.
Deploy: Shuffle a bronze unit and all copies of it from your graveyard into your deck.
Deploy: Shuffle a bronze unit and all copies of it from your graveyard into your deck.
Human, Soldier
Whenever Dun Banner receives a boost, Summon all copies of it from your deck to this row.
Human, Soldier
Whenever Dun Banner receives a boost, Summon a copy of it from your deck to this row.
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.
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.
Order: Play a Scoia'tael special card from your graveyard.
Order: Play a special card from your graveyard.
Spawn 2 Dryad Fledglings into the row.
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.
Play a Scoia'tael unit from your deck and boost it by 2.
Shuffle an allied unit into your deck, then play a different unit with the same primary category from your deck and boost it by 3.
Human
Order (Ranged): Damage a unit by 1. Cooldown: 1.
If you control only Scoia'tael units, damage a unit by 2 instead.
Human
Order: Damage a unit by 1.
Cooldown: 1.
Dryad
Harmony.
Deploy: Damage an enemy unit by 2.
Deathblow: Boost a unit in your hand by 2.
Dryad
Harmony.
Deploy: Damage an enemy unit by 2.
Deathblow: Boost a unit in your hand by 2.
Deploy (Melee): Purify a unit.
Deploy (Ranged): Give an allied unit Vitality for 4 turns.
Deploy (Melee): Destroy an artifact.
Deploy (Ranged): Boost a unit by 3.
Dryad
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Lock a unit.
Dryad
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Lock a unit.
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.
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.
Harmony.
Deploy (Melee): Gain Shield.
Deploy (Ranged): Poison an enemy unit.
Shield.
Deploy (Melee): Gain Vitality with a duration equal to the amount this unit is boosted.
Harmony.
Deploy: Spawn an Elven Deadeye into this row.
Deploy: Damage an enemy unit by 1 for each artifact you control.
Melee: Every allied turn, on turn end, boost a random unit in your hand by 1.
Melee: Every allied turn, on turn end, boost a random unit in your hand by 1.
Beast
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Give an enemy unit Bleeding for 4 turns.
Beast
Deploy: Damage a non-Scoia'tael enemy unit by 3.
Tactic
Damage an enemy unit by 3.
Deathblow: Spawn an Elven Deadeye in a random row.
Tactic
If you control an Elf, destroy a random enemy unit.
Deploy: Damage 2 random enemy units by 2.
Deploy: Damage a random enemy unit on each row by 2.
Purify an allied unit and boost it by 3.
If you control a Dryad, also give it Vitality for 3 turns.
Give an allied unit Vitality for 6 turns.
If you control a Dryad, Purify the allied unit first.
Order: Damage an enemy unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Dwarf.
Order: Damage an enemy unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Dwarf.
Deploy: Gain Vitality for 2 turns.
Bonded: Gain Vitality for 4 turns.
Deploy: If this unit is already boosted, gain Resilience.
Order: Play a Skellige unit from your graveyard.
Order: Play a Warrior from your graveyard.
Human, Warrior
Deploy: Deal 1 damage to random enemy units in a row, multiplied by the number of units in that row.
Human, Warrior
Melee: Whenever an allied Warrior damages an enemy, boost self by the amount damaged.
Human, Warrior
Deploy (Melee): Summon a Drummond Shieldmaiden from your deck into this row.
Deploy (Ranged): Summon a Drummond Queensguard from your deck into this row.
Human, Warrior
If this unit is in the graveyard, Summon it to a random allied row whenever you play a unit from your graveyard.
Summon a Skellige unit from your graveyard into an allied row.
Summon a Warrior from your graveyard to an allied row.
Human, Cultist, Warrior
Berserk 2: Transform into a Champion of Svalblod.
Human, Cultist, Warrior
Berserk: Transform into a Champion of Svalblod.
Human, Warrior
Deploy: Damage an enemy unit by 2.
Bloodthirst 2: Damage an enemy unit by 4 instead.
Human, Warrior
Deploy: Damage an enemy unit by 2.
Bloodthirst 2: Damage an enemy unit by 5 instead.
Human, Cultist, Warrior
Order (Melee): Damage the unit by 1. Cooldown: 1
Berserk 4: Damage by 2 instead.
Human, Cultist, Warrior
Order (Melee): Damage a unit by 1.
Berserk: Damage it by 2 instead.
Cooldown: 1.
Human, Cultist, Druid
Deploy: Boost self by 1 for every Beast in your graveyard.
Human, Cultist, Druid
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, Druid
Zeal. Order (Ranged): Purify a unit.
Refresh this ability whenever you play an Alchemy card.
Human, Druid
Order (Ranged): Play a bronze Alchemy card from your graveyard.
Alchemy
Heal an allied unit, then boost it by the amount it was healed.
Spell
Heal all units on a row.
Play a bronze Skellige unit from your graveyard.
Play a bronze unit from your graveyard.
Machine, Ship
Melee: Whenever your opponent plays a unit, deal 1 damage to it.
Machine, Ship
Ranged: Whenever your opponent plays a unit, damage it by 1.
Human, Cultist, Warrior
Deploy, Bloodthirst(3): Lock self.
Berserk 3: Destroy self.
Human, Cultist, Warrior
Deploy, Bloodthirst 3: Lock self.
Berserk: Destroy self.
Human, Warrior
Order, Berserk 3: Spawn a base copy of self and Summon it in the same row.
Human, Warrior
Order: If this unit is damaged, Spawn a base copy of it and Summon it to the right.
Beast
Deploy: Damage an allied unit in this row by 2. If there are no targets, damage self by 2.
Beast
Deploy: Damage an allied unit to the left by 1. If there is no allied unit, damage self by 1 instead.
Human, Cultist
At the end of every allied turn, Heal the unit to the left by 1 and damage the unit to the right by 1.
Human, Cultist
Deploy (Ranged): Heal a unit by 3. If it is still damaged, destroy it instead.
Human, Warrior
Deploy: Damage self by 3.
Berserk 2: Heal self.
Human, Warrior
Deploy: Damage self by 3.
Deploy: Boost an allied unit by 2. If it's damaged, boost it by 4 instead.
Deploy: Boost an allied unit by 1. If it's a Warrior, boost it by 3 instead.
Human, Warrior
Deploy (Melee): Split 3 damage randomly between all enemy units.
Human, Warrior
Deploy (Melee): Split 3 damage randomly between all other units.
Human, Warrior
Deploy: Damage an enemy unit by 1. If played from the graveyard, damage it by 3 instead.
Human, Warrior
Deploy: Damage an enemy unit by 2. If played from the graveyard, damage it by 4 instead.
Human, Cultist
Berserk 2: Transform into a Svalblod Abomination.
Human, Cultist
Berserk: Transform into a Bear Abomination.
Human, Warrior
Deploy: Give an allied Beast Vitality for 3 turns.
Bonded: Give an allied unit Vitality for 3 turns instead.
Deploy: Boost an allied Beast unit by 2. Increase the boost by 1 for every Beast in your graveyard.
Leader
Order: Play a Syndicate special card from your deck. If its provision cost is 10 or less, gain 2 Coin.
Leader
Order: Play a special card from your deck with 9 Provision Cost or less.
Increase this value by 1 for every 2 Crime cards in your starting deck.
Order: Gain 1 Coin. Charge: 5
Whenever you play a Crime card, gain 1 Coin.
Order: Gain 1 Coin.
Charge: 5.
Whenever you play a Crime card, gain 1 Charge.
Human, Cutups
Insanity.
Fee 5: Spawn and Summon a base copy of a bronze allied unit to Igor's row.
Cooldown: 1.
Human, Cutups
Insanity.
Fee 5: Spawn a base copy of a bronze allied unit and Summon it to Igor's row.
Specter, Ship
Hoard 9: On turn end, Summon this unit from your deck or graveyard to a random allied row.
Specter, Ship
Hoard 9: On turn end, Summon this unit from your deck or graveyard to a random allied row.
Crime, Blindeyes
Profit 5.
Draw a card, then put a card from your hand at the bottom of your deck.
Crime, Blindeyes
Profit 5.
Draw a card, then put a card from your hand at the bottom of your deck.
Crime
Profit 4.
Poison a unit.
Crime
Profit 3.
Poison a unit.
Crime, Crownsplitters
Profit 3 - 5.
Crime, Crownsplitters
Profit a random amount between 4 and 6.