Version History

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

New Content

Cards: 81
 
Boost a unit by 6 and give it 3 Armor.
Human, Bandit
Deploy: Boost all allied Bandits by 1.
Human, Bandit
Deploy: Create and play a bronze Bandit card.
Witcher
Deploy: Purify and Reset a unit.
Specter, Cursed
Deploy: Remove a unit's Armor and boost self by that amount.
Beast, Bandit
This unit may raid the battlefield to aid you in battle.
Construct
This unit's power is always equal to its Armor.
Human, Cursed, Bandit
Olgierd's power cannot change no matter where he is.
Ogroid, Bandit
Deploy: Damage an enemy unit by 4. If it has Armor, damage it by 6 instead.
Remove 2 Armor from all units in a row and damage them by 2.
Specter, Bandit
Deploy: Swap a unit's power with Armor.
Boost 3 adjacent units by 2 and give them 1 Armor.
Human, Bandit
Deploy: Damage an enemy unit by 1. If it has Armor, damage it by 3 instead.
Human, Bandit
Barricade: At the end of every allied turn, boost self by 1.
Deploy: Give 2 random enemy units Bleeding for 2 turns.
Dwarf, Bandit
Deploy: Give 2 Armor to a unit in your hand.
Machine, Siege Engine
Melee: Whenever you play a unit, give it 1 Armor.
Barricade: Give it 2 Armor instead.
Damage an enemy unit by 4, ignoring its Armor.
Human, Bandit
Deploy: Remove a unit's Armor.
Machine
Barricade: At the end of every allied turn, give 1 Armor to adjacent units.
Machine
Deploy: If you control a Bandit, gain Zeal.
Order: Give an allied unit 3 Armor.
Insectoid
Deploy: Apply Bleeding to an enemy unit equal to its base power.
Ogroid
Defender.
Insectoid
Deploy: Consume an allied unit and gain its Armor.
Barricade: At the end of your turn, damage self by 1, then Spawn a Drone in this row.
Insectoid
Thrive.
Whenever this unit's Thrive is triggered, boost all allied Insectoids in this row by 1.
Insectoid
Deploy: Gain Armor equal to the number of cards in your hand.
If this unit has no Armor, destroy self.
Insectoid
Deathwish: Spawn 3 Drones in this row.
Insectoid
Thrive.
Deploy: Spawn a base copy of this unit and Summon it to this row.
Insectoid, Warrior
Deploy: Consume adjacent units. Spawn a Drone in this row for each Insectoid consumed.
Insectoid
Melee: Whenever you play an Insectoid, gain 1 Armor.
Exposed: Destroy self.
Damage an enemy unit by 4, then Spawn a Drone in a random allied row for each point of excess damage dealt.
Human, Soldier
If moved to the top of your deck, Summon this unit to the melee row.
Human, Soldier
Defender.
Deploy: Spawn and play Battle Preparation.
Human, Soldier
Assimilate 2.
Human, Soldier, Knight
Deploy: Spawn and play a base copy of a bronze Soldier from your hand and give it 2 Armor.
Tactic
Look at the first 3 cards on the top of your deck and play one of them.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Barricade: Damage a random enemy unit by 1 whenever you play a Soldier.
Human, Soldier
Assimilate.
Human, Soldier
Deploy: Deal 2 damage to an enemy. If the target has Armor, damage it by 2 again.
Human, Soldier
Exposed: Boost an enemy unit with the most power by 3.
Boost an allied unit by 3 and give it 2 Armor.
If it's a Soldier, boost it by 5 and give it 2 Armor instead.
Human, Soldier, Knight
Defender. Shield.
Human, Mage
Deploy: Damage an enemy unit by 4, then damage a random enemy unit by 3,2,1.
Human
Formation.
Order: Give an allied unit Vitality for 1 turns and 1 Armor. Charge: 1
Inspired: Give an allied unit Vitality for 2 turns and 1 Armor instead.
Ogroid, Soldier
Zeal.
Order: Lose all Armor and boost self by that amount.
Resupply: Gain 2 Armor.
Human, Soldier
Deploy: Boost an allied unit and all its copies by 1 and give them 1 Armor.
Warfare
Boost an allied unit by 3 and give it 2 Armor.
If you control a Knight, also give it Vitality for 2 turns.
Human, Soldier
Formation.
Order: Boost an allied unit by 2.
Inspired: Give it 2 Armor.
Human, Soldier
Zeal.
Order (Ranged): Damage an enemy unit by 1. Charge: 1.
Barricade: At the end of every allied turn, gain 1 Charge.
Human, Soldier
Deploy: Boost self by 6.
Exposed: Reset self.
Human, Soldier, Knight
Barricade (Ranged): At the end of every allied turn, boost self by 1.
Exposed: Move self to the melee row, then damage the strongest enemy unit by 2.
Defender.
Deploy: Spawn 2 Rowdy Dwarves in this row.
Dwarf
Deploy: Transform 2 allied Rowdy Dwarfs into Dwarf Berserkers.
Harmony 2.
Spawn 3 Rowdy Dwarves in an allied row.
Dwarf, Warrior
Deploy (Melee): Spawn 2 Rowdy Dwarves in this row.
Deploy (Ranged): Boost all allied Rowdy Dwarves by 2.
Deploy: Give Vitality to an allied unit for the number of turns equal to its Armor.
Barricade: At the end of your turn, damage self by 1 then damage a random enemy unit by 1.
Machine
Deploy: Spawn a Rowdy Dwarf in this row.
Bonded: Spawn 2 Rowdy Dwarves in this row instead.
Dwarf
Harmony.
Deploy: Damage an enemy unit by 2.
If you control a Rowdy Dwarf, ignore its Armor.
Nature
Boost a unit by 5. If it's a Dwarf also give it 2 Armor.
Human, Pirate, Warrior
Defender.
Berserk 6: At the end of your turn, gain 1 Armor.
Beast
Whenever this unit loses Armor, boost self by the amount of Armor lost.
Human, Pirate, Warrior
Deploy: Damage an enemy unit by 1. Repeat until target is damaged.
Give an enemy unit Bleeding for 4 turns and play a random bronze ship from your deck.
Machine, Ship
Zeal.
Order: Lose all Armor and damage an enemy unit by that amount.
Whenever you play a Pirate gain 1 Armor.
Machine, Ship
At the end of your turn, if Armored Drakkar has no Armor, gain 2 Armor.
Exposed: Boost self by 1.
Bloodthirst 2: Boost self by 2 instead.
Human, Pirate
Deploy: Give 2 Armor to an allied unit. If you control a Ship gain Zeal.
Order: Give 1 Armor to an allied unit.
Damage a unit by 4. If it has Armor, increase damage to 7.
Human, Pirate, Warrior
Deploy: Damage an enemy unit by 2.
Exposed: Damage a random enemy unit by 2.
Human, Pirate
Deploy: Damage a unit by 2.
If it's an ally, boost self by 4.
Human, Mage, Salamandra
Profit 3.
Deploy: Spawn a Scarab in this row.
Tribute 3: Spawn 2 Scarabs in this row instead.
Beast, Mutant, Salamandra
Barricade: At the end of every allied turn, boost self 2.
Fee 4: Gain 1 Armor.
Human, Mutant, Salamandra
Insanity.
Fee 2: Gain 2 Armor.
Exposed: Destroy self.
Human, Salamandra
Deploy: Put a Bounty on an enemy unit and damage it by 3.
Tribute 3: Ignore a target's Armor.
Human, Mage, Salamandra
Profit 2.
Tribute 9: Spawn a Savolla's Frightener in this row.
Crime, Salamandra
Damage an enemy unit by 4.
If you control 2 Salamandra units deal 6 damage instead.
Human, Mutant, Salamandra
Intimidate.
Human, Mutant, Salamandra
Deploy: Damage an enemy unit by 1.
Hoard 7: Damage an enemy by 3 instead.
Beast, Mutant, Salamandra
Deploy (Melee): Give an enemy unit Bleeding for 2 turns.
Deploy (Ranged): Poison a unit.
Human, Salamandra
Intimidate.
Deploy (Ranged): Damage an enemy unit with a Bounty by 2.

Changes

Cards: 38
Deploy (Ranged): Create and play a special card from any faction.
Deploy (Ranged): Create and play a special card from any faction.
Elf, Mage
Deploy: Spawn and play Biting Frost, Impenetrable Fog, or Torrential Rain.
Elf, Mage
Order (Ranged): Give an allied unit Immunity.
Doomed.
Damage all units on a row by 1.
Doomed.
Damage all units on a row by 2.
Doomed.
Boost all units on a row by 1.
Doomed.
Boost all units on a row by 2.
Melee: Every allied turn, on turn end, boost self by 1.
Melee: Every allied turn, on turn end, boost self by 1.
Deploy: Damage an enemy unit and all its copies by 2.
Deploy: Destroy an enemy unit that has Resilience.
Ogroid, Token
Deploy: Gain Resilience.
Deploy: Boost all units in your hand by 1.
Ogroid, Token, Knight
Deploy: Boost a random unit in your hand by 2.
Deploy: Gain Resilience.
Deploy: Spawn and play a bronze unit from any faction.
Zeal.
Order: Play a non-Token unit from your deck whose Provision Cost is less than or equal to Summoning Circle's Charge count, then remove all Charges.
Charge: 1.
Every allied turn, on turn start, gain 1 Charge.
Lock an enemy unit with 5 or less power and Seize it.
Tactic
Lock an enemy unit with 5 or less power and Seize it.
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.
Poison an enemy unit.
Deathblow: Damage units adjacent to it by 3.
Damage a unit by 2 and give it Poison.
Deathblow: Give adjacent units Poison.
Leader
Order: Spawn a Drone on an allied row. Charge: 5.
Whenever you play an Organic card, Spawn Drone on a random allied row.

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Spawn an Arachas Drone and Summon it to an allied row.
Charge: 3.
Whenever an allied unit is destroyed during your turn, Spawn an Arachas Drone and Summon it to a random allied row.
Insectoid
Deploy: Destroy all units with 1 power. For each unit destroyed, boost self by 2.
Insectoid
Deploy: Destroy all units with 1 power. For each unit destroyed, boost self by 2.
Vampire
Deploy: Give an enemy unit Bleeding for 4 turns.
Vampire
Deploy: Damage an enemy unit by 2. If Alp is under Blood Moon, Drain an enemy unit by 2 instead.
Insectoid, Token
Doomed.
Insectoid, Token
Doomed.
Organic
Purify and damage an enemy unit by 3.
If you control a Vampire, also give it Bleeding for 3 turns.
Organic
Give an enemy unit Bleeding for 6 turns.
If you control a Vampire, Purify it first.
Beast
Deploy: Damage all other units by 1.
Beast
Deploy: Damage all other units by 1.
Beast
Deploy: Destroy an allied unit on this row. If there are no targets, destroy self.
Beast
Deploy: Destroy an allied unit on this row. If there are no targets, destroy self.
Ogroid
No ability.
Ogroid
No ability.
Beast
Order: Consume an allied unit on this row.
Cooldown: 1.
Beast
Order: Consume an allied unit on this row.
Cooldown: 1.
Beast, Warrior
Whenever a unit is destroyed during your turn, boost self by 1.
Beast, Warrior
Whenever a unit is destroyed during your turn, damage a random enemy unit by 1.
Order: Boost an allied unit by 2. Charge: 4.
Once all Charges have been exhausted, move a Soldier unit from your deck to the top.

This ability adds 15 provisions to your deck's provisions limit.
Order: Boost an allied Soldier by 2.
Charge: 3.
Once all Charges have been exhausted, move a Soldier unit from your deck to the top.
Human, Soldier, Knight
Melee: Whenever an enemy receives a boost, boost self by the same amount.
Human, Knight
Melee: Whenever an enemy receives a boost, boost self by the same amount.
Human, Soldier, Knight
Order: Refresh your Leader's ability. If it's disabled, enable it instead.
Human, Knight
Order: Refresh your Leader's ability. If it's disabled, enable it instead.
Human, Soldier, Knight
Deploy (Melee): Seize an enemy unit with 3 or less power.
Human, Knight
Deploy (Melee): Seize an enemy unit with 3 or less power.
Human, Agent
At the end of every allied turn, boost self by 1 if there is a Locked enemy.
Human, Agent
Order (Melee): Swap this unit's power with an enemy's power.
Human, Soldier, Knight
Deploy: Boost an enemy unit by 2.
Human, Knight
Deploy: Boost an enemy unit by 2.
Human
Assimilate.
Deploy: Damage an enemy unit by 2.
Human
Deploy: If there are 4 or more units on the opposite row, Seize the lowest enemy from that row.
Human, Soldier
Deploy: Transform an allied unit into Slave Infantry.
Human, Soldier
Deploy: Transform an allied unit into Slave Infantry.
Leader
Order: Play a Scoia'tael special card from your graveyard.

This ability adds 14 provisions to your deck's provisions limit.
Order: Play a Scoia'tael special card from your graveyard.
Play a Scoia'tael unit from your deck and boost it by 1.
Play a Scoia'tael unit from your deck and boost it by 2.
Look at a random Dwarf, Dryad and Elf from your deck, then play one and boost it by 2.
Look at a random Dwarf, Dryad, and Elf from your deck, then play one.
Human, Pirate
Zeal. Order (Melee): Give an enemy unit Bleeding for 2 turns. Cooldown: 2.
Whenever you play a Ship, decrease Cooldown by 1.
Human, Pirate
Deploy: Damage a unit by 1 for every Ship in your hand.
Crime, Crownsplitters
Play a bronze unit from your deck. If it was a Dwarf, Spawn a base copy of it and Summon it to the same row.
Crime, Crownsplitters
Play a bronze unit from your deck. If it was a Dwarf, Spawn a base copy of it and Summon it to the same row.
Crime, Cutups
Profit 4.
Spend all your Coins and damage an enemy by the same amount.
Crime, Cutups
Profit 3.
Spend all your Coins and damage an enemy by the same amount.
Crime, Firesworn
Spawn 2 Firesworn Zealots and Summon them to an allied row.
If you have no Coins, Spawn 3 Firesworn Zealots instead.
Crime, Firesworn
Spawn 2 Firesworn Zealots and Summon them to an allied row.
If you have no Coins, Spawn 3 Firesworn Zealots instead.
Crime, Tidecloaks
Destroy an enemy artifact. If there are none, gain 4 Coins.
Crime, Tidecloaks
Destroy an enemy artifact. If there are none, gain 3 Coins.

Balance changes only. No bug fixes.
If you spot an error let me know, I sometimes screw up the color or miss a card.

Buff
Nerf
Rework, Adjustment