Version History

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: 74
Order: Poison a random enemy unit.
Order: Damage an enemy unit by 3.
Order: Purify an allied unit and boost it by 3.
Order: Look at the top 3 cards from your deck and draw one of them, then put a card from your hand at the bottom of your deck.
Doomed. Zeal.
Order: Spawn and play a random legendary unit from any faction.
Deploy: If you control Runewright, Spawn Desert Treasure in this row.
Order: Boost a unit in your hand by 3.
No ability.
Order: Transform into Lamp Djinn.
Human, Agent
Deploy: Poison an enemy unit.
Order: Poison an enemy unit.
Human, Agent
Deploy (Ranged): If neither player has passed and your opponent's hand is not full, they draw the lowest-cost card, and you draw the highest-cost card.
Human, Mage
If your starting deck has no duplicates,
Deploy (Melee): Spawn your faction stratagem in this row.
Deploy (Ranged): Create Neutral stratagem in this row.
Human
Deploy: If you control Dulla kh'Amanni, Spawn Desert Treasure in this row.
Beast
After 2 of your turns, boost self by 10 at the end of the turn.
Deploy: Damage an enemy unit by 1. Increase the damage by 1 for each 3 power the target has.
Deploy (Melee): Boost self by 3.
Deploy (Ranged): Spawn a base copy of self in this row.
Bonded: Use both abilities.
Beast
Deploy: Poison an enemy unit.
Deploy: Swap the top card of your opponent's deck with yours.
 
Scenario: Progress whenever you play a Deathwish.
Prologue: Spawn a Desert Banshee in this row.
Chapter 1: Spawn and play Barghest.
Chapter 2: Spawn and play Nightwraith.
Specter
Thrive.
Deathwish: Summon a random 7-cost unit from your deck.
Specter
Deathwish: Spawn 7 Rats in this row.
Specter
At the end of your turn, if this unit is not the unit with the highest power on the battlefield, boost it by 2.
Order: Trigger a bronze allied unit's Deathwish ability.
Specter
Deploy: Consume an allied unit.
Order, Dominance: Consume an allied unit.
Specter
Order: Consume an allied unit.
Whenever you play a unit with the Deathwish ability, boost self by 1.
Specter
Deploy: Spawn 2 Rats in this row.
Deathwish: Spawn 2 Rats in this row.
Specter
Deathwish: Spawn 2 Rats in a random enemy row.
Beast, Token
Doomed.
 
Order: Lock an enemy unit and damage it by 3.
Scenario: Progress whenever you play an Aristocrat.
Prologue: Spawn a Thirsty Dame in this row.
Chapter 1: Spawn and play Fangs of the Empire.
Chapter 2: Spawn and play Fangs of the Empire.
Vampire, Aristocrat
Order (Ranged): Damage a unit by 1. Cooldown: 1.
If target has status, damage it by 2 instead.
Assimilate
Deploy (Melee): Poison a unit.
Deploy (Ranged): Purify a unit.
Vampire, Aristocrat
Deploy: Destroy an enemy unit with status.
Beast
Deploy: If enemy unit has status, Summon all copies of this unit from your deck to this row.
Vampire, Aristocrat
Whenever an enemy unit receives a status, boost self by 1.
Vampire, Aristocrat
Deploy (Melee) Give an enemy unit Bleeding for 2 turns.
Deploy (Ranged): Lock a unit.
Deploy: Give an allied unit Vitality with duration equal to the number of enemy units with status.
Order: Boost an allied unit by 3 and give it Shield.
Human, Soldier
Shield.
Melee: Whenever this unit loses its Shield, boost it by 2.
At the end of your turn, gain Shield.
 
Scenario: Progress whenever you play a Siege Engine
Prologue: Spawn a Reinforced Trebuchet in your Ranged row.
Chapter 1: Spawn a Battering Ram in your Ranged row.
Chapter 2: Spawn and play Bombardment.
Machine, Siege Engine
Deploy (Melee): Give Bleeding for 4 turns to an enemy unit.
Deploy (Ranged): Move an enemy unit to the other row.
Crew: Combine both Deploy abilities.
Beast, Siege Engine
Order: Damage adjacent units by 4, then boost self by 4 for each unit damaged.
Warfare
Damage an enemy unit by 5.
Deathblow: Purify adjacent units.
Machine, Siege Engine
Order (Ranged): Damage a unit by 2.
Crew: Gain 2 Armor.
Human, Soldier
Shield.
Deploy: Spawn a base copy of this unit in this row.
Machine, Siege Engine
Deploy: Move an allied unit to other row.
Crew: Boost it by 2.
Order: Spawn and play Scoia'tael Neophyte.
Elf
Deploy: Damage an enemy unit by 3.
If you control Muirlega, damage it by 7 instead.
Scenario: Progress whenever you play an Elf.
Prologue: Spawn an Elven Deadeye in this row.
Chapter 1: Spawn 2 Elven Deadeyes in this row.
Chapter 2: Spawn and play Waylay.
Beast
Deploy: Damage an enemy unit by 3.
If you control Etriel, also damage adjacent units by 3.
Deploy (Melee): Each allied Elven Deadeye damages a random enemy unit by 2.
Deploy (Ranged): Spawn 2 Elven Deadeyes in this row.
Damage an enemy unit by 5.
Deathblow: Boost a random allied Treant by 2.
Beast
Harmony.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Move an enemy unit to their other row.
At the end of your turn, boost self by 1 if you control only Elf units.
Ignore the condition if you control Vernossiel.
Deploy (Melee): Boost an Elf in your hand by 2.
Human, Druid
Deploy (Melee): Spawn a Crow in this row.
Deploy (Ranged): Boost self by 1 for each allied Beast.
Human, Druid
Deploy: Spawn 2 Crows in this row.
Whenever you play an Alchemy card, Summon Crowmother from your graveyard to a random allied row.
Scenario: Progress whenever you play a Druid.
Prologue: Spawn a Crow Clan Preacher in this row.
Chapter 1: Spawn and play Crow's-eye Rhizome.
Chapter 2: Spawn and play Mardroeme.
Damage a unit by 1 six times.
Order: Draw a card then Discard a card.
Beast, Token
Doomed.
Human, Druid
Deploy: Boost adjacent Beasts by 2.
Human, Druid
Whenever you play an Alchemy card, boost self by 1.
Bonded: Whenever you play a special card, boost self by 1 instead.
Deploy: Summon all copies of this unit from your graveyard to this row.
If you hold an Alchemy card, also Summon all copies from your deck.
Spawn 2 Crows in allied row. If you control a Druid, Spawn 3 Crows instead.
Crime
If you control a unit with the gang category:
Blindeyes - Increase all other effects by 1.
Crownsplitters - Boost an allied unit with the lowest power by 4.
Cutups - Damage an enemy unit with the highest power by 4.
Firesworn - Spawn 2 Firesworn Zealot in a random allied row.
Tidecloaks - Gain 4 Coins.
Gnome, Crownsplitters
After 3 turns, gain 6 Coins.
Tribute 4: Gain 6 Coins immediately.
Scenario: Progress whenever you play a unit with Fee.
Prologue: Spawn Passiflora Peaches in this row
Chapter 1: Spawn and play Swindle.
Chapter 2: Spawn and play Eavesdrop.
Human, Tidecloaks
Hoard 3: At the end of your turn, boost self by 1.
Hoard 6: At the end of your turn, boost self by 2 instead.
Hoard 9: At the end of your turn, boost self by 3 instead.
Order: Gain 4 Coins.
Crownsplitters, Cutups
Insanity.
Fee 1: Give an enemy unit Bleeding for 1 turn. If it's boosted, damage it by 1 instead.
Human, Blindeyes
Hoard 4: At the end of your turn, boost self by 1.
Human, Blindeyes
Intimidate, Profit 2.
Tribute 2: Move a unit to the other row.
Human, Blindeyes
Profit: 3.
Fee 1: Boost self by 1.

Changes

Cards: 52
Beast
Deploy (Melee): Lock a unit.
Deploy (Ranged): Remove a unit's Lock.
Beast
Deploy (Melee): Lock a unit.
Deploy (Ranged): Remove a unit's Lock.
Deploy (Melee): Spawn 2 Cows to the right, then Spawn 2 Cows to the left of this unit.
Deploy (Melee): Spawn 2 Cows to the right, then Spawn 2 Cows to the left of this unit.
Deploy: Draw a card of your choice from your deck, then Discard a random card.
Deploy: Draw a card of your choice from your deck, then Discard a random card.
Deploy: Damage an enemy unit and all its copies by 2.
Deploy: Damage an enemy unit and all its copies by 2.
Beast, Mage
Deploy: Spawn and Summon a base copy of a bronze unit from your hand to this row on each player's side.
Beast, Mage
Deploy: Spawn and Summon a base copy of a bronze unit from your hand to this row on each player's side.
If your starting deck has no duplicates, send Shupe on an adventure.
Doomed.
If your starting deck has no duplicates, send Shupe on an adventure.
Order: Destroy an allied Monster unit, then Spawn and play a base copy of it.

This ability adds 16 provisions to your deck's provisions limit.
Order: Trigger an allied unit's Deathwish ability.
On round start, refresh this ability.

This ability adds 15 provisions to your deck's provisions limit.
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
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
Zeal.
Order: Consume an allied unit.
Charge: 3.
Insectoid
Zeal.
Order: Consume an allied unit.
Charge: 3.
Play a Deathwish unit from your deck.
Destroy an allied unit, then Spawn and play a base copy of it.
Vampire
At the end of every allied turn, boost self by 1 if there is a Bleeding enemy.
Vampire
At the end of every allied turn, boost self by 1 if there is a Bleeding enemy.
Beast, Warrior
Whenever a unit is destroyed during your turn, boost self by 1.
Beast, Warrior
Whenever a unit is destroyed during your turn, boost self by 1.
Human, Soldier, Knight, Aristocrat
Melee: Whenever an enemy receives a boost, boost self by the same amount.
Human, Soldier, Knight
Melee: Whenever an enemy receives a boost, boost self by the same amount.
Human, Aristocrat
Deploy: Purify all allied units on this row.
Deploy: Purify all allied units on this row.
Human, Soldier, Aristocrat
Spying.
Deploy: Play the top non-Spying unit from your deck, then boost it by 8.
Human, Soldier
Spying.
Deploy: Play the top non-Spying unit from your deck, then boost it by 8.
Human, Aristocrat
Spying.
Deploy: Look at 2 random gold cards from your deck, then play 1.
Spying.
Deploy: Look at 2 random gold cards from your deck, then play 1.
Human, Agent, Aristocrat
Deploy: Set the power of the highest unit in your opponent's hand to 1.
Human, Agent
Deploy: Set the power of the highest unit in your opponent's hand to 1.
Human, Agent, Aristocrat
Order (Melee): Seize a Locked enemy unit.
Human, Agent
Order (Melee): Seize a Locked enemy unit.
Human, Cursed, Aristocrat
Deploy: Set a unit's power to its Provision Cost.
Human, Cursed
Deploy: Set a unit's power to its Provision Cost.
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.
Human, Agent
At the end of every allied turn, boost self by 1 if there is a Locked enemy.
Human, Agent
At the end of every allied turn, boost self by 1 if there is a Locked enemy.
Human, Soldier
Whenever you play a unit with Deploy, boost self by 1.
Human, Soldier
Whenever you play a unit with Deploy, boost self by 1.
Human, Soldier
Assimilate.
Deploy: Damage an enemy unit by 2.
Human
Assimilate.
Deploy: Damage an enemy unit by 2.
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.
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.
Human, Knight
Shield.
Every allied turn, on turn end, boost this unit by 2 if it has a Shield.
Human, Knight
Shield.
Every allied turn, on turn end, boost this unit by 2 if it has a Shield.
Human, Soldier
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a card with Orders.
Human, Soldier
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a card with Orders.
Human, Soldier
Whenever you play a unit with Orders, boost self by 1.
Human, Soldier
Whenever you play a unit with Orders, boost self by 1.
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
Zeal.
Order (Ranged): Damage an enemy unit by 1. Charge: 1.
Barricade: At the end of every allied turn, gain 1 Charge.
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.
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.
Order: Damage unit by 1. Charges: 3
Once all Charges have been exhausted, Spawn and play Brokilon Sentinel.

This ability adds 16 provisions to your deck's provisions limit.
Order: Damage a unit by 1. Charge: 4

This ability adds 18 provisions to your deck's provisions limit.
Ambush: After your opponent plays a card, randomly split damage equal to its provision cost between all enemy units.
Ambush: Destroy the next unit played by your opponent on their side before it triggers any abilities.
Ambush: After your opponent plays a special card, destroy the enemy unit with the highest power.
Ambush: Destroy the next special card played by your opponent before it triggers any abilities.
Deploy: Damage an enemy unit by 2.
Deathblow: Summon all copies of this unit from your deck to this row.
Deploy: Damage an enemy unit by 2.
Deathblow: Summon a copy of this unit from your deck to this row.
Barricade: At the end of your turn, damage self by 1 then damage a random enemy unit by 1.
Barricade: At the end of your turn, damage self by 1 then damage a random enemy unit by 1.
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.
Order (Melee): Damage an enemy unit by 1.
Cooldown: 2.
Whenever you play an Elf, decrease Cooldown by 1.
Order (Melee): Damage an enemy unit by 1.
Cooldown: 2.
Whenever you play an Elf, decrease Cooldown by 1.
Elf, Mage
Whenever you play a special card, boost self by 2.
Elf, Mage
Whenever you play a special card, boost self by 2.
Deploy: Purify an allied unit.
If you control an Elf, Purify any unit instead.
Deploy: If you control an Elf, destroy an enemy artifact.
Human, Warrior
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you Discard a card.
Human, Warrior
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you Discard a card.
Human, Pirate
Deploy: Damage 3 adjacent enemies by 1.
Bloodthirst 5: Damage all enemies on a row by 1 instead.
Human, Pirate
Deploy (Melee), Bloodthirst 1: Destroy an enemy artifact.
Beast
Deploy: Damage an allied unit by 2.
Beast
Deploy: Damage an allied unit in this row by 2. If there are no targets, damage self by 2.
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
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
Every allied turn, on turn end, damage the allied unit to the right by 1, then boost self by 2.
Human, Cultist
Every allied turn, on turn end, damage the allied unit to the right by 1, then boost self by 2.
Human, Warrior
Deploy: Give an allied Beast Vitality for 3 turns.
Bonded: Boost an allied Beast by 3 instead.
Human, Warrior
Deploy: Give an allied Beast Vitality for 3 turns.
Bonded: Give an allied unit Vitality for 3 turns instead.
Human, Warrior
When this unit is Discarded, Summon it from your graveyard to the melee row.
Human, Warrior
When this unit is Discarded, Summon it from your graveyard to the melee row.
Human, Mage, Salamandra
Profit 3.
Deploy: Spawn a Scarab in this row.
Tribute 3: Spawn 2 Scarabs in this row instead.
Human, Mage, Salamandra
Profit 3.
Deploy: Spawn a Scarab in this row.
Tribute 3: Spawn 2 Scarabs in this row instead.
Human, Firesworn, Cleric
Profit 4.
Fee 2: Spawn a Firesworn Zealot and Summon him to this row.
Human, Firesworn, Cleric
Profit 4.
Fee 2: Spawn a Firesworn Zealot and Summon him to this row.
Human, Pirate, Tidecloaks
Order (Melee): Damage a unit by 1.
Hoard 5: Damage an enemy unit by 2 instead.
Cooldown: 1.
Human, Pirate, Tidecloaks
Profit 1.
Order (Melee): Damage a unit by 1.
Hoard 6: Damage an enemy unit by 2 instead.
Cooldown: 1.
Human, Cutups
Whenever you play a Crime card, damage a random enemy unit by 1.
Bonded: Increase the damage by 1.
Human, Cutups
Whenever you play a Crime card, damage a random enemy unit by 1.
Bonded: Increase the damage by 1.
Insectoid, Token, Salamandra
Defender, Doomed.
Insectoid, Token, Salamandra
Defender, Doomed.
Deathwish: Gain 2 Coins.
Human, Agent, Blindeyes
Fee 3: Gain a Shield.
Whenever your opponent plays a unit, boost self by 1.
Bonded: Whenever your opponent plays a card, boost self by 1.
Human, Agent, Blindeyes
Fee 3: Gain a Shield.
Whenever your opponent plays a unit, boost self by 1.
Bonded: Whenever your opponent plays a card, boost self by 1.
Human, Witch Hunter
Profit 2.
Fee 1: Give an enemy unit Bleeding for 1 turn. If it has a Bounty, damage it by 1 instead.
Human, Witch Hunter
Profit 2.
Fee 1: Give an enemy unit Bleeding for 1 turn. If it has a Bounty, damage it by 1 instead.

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