Version History

2021-09-02 v9.3.0      - playgwent News     Balance Changes
2021-08-03 v9.2.0      - playgwent News     Price of Power Part 2
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

Changes

Cards: 103
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, 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.
Apply this Row Effect:
After 3 enemy turns, on turn start, explode and damage all units on this row by 3.
Apply this Row Effect:
After 3 enemy turns, on turn start, explode and damage all units on this row by 3.
Elf, Mage
Deploy: Spawn and play Biting Frost, Impenetrable Fog, or Torrential Rain.
Elf, Mage
Deploy: Spawn and play Biting Frost, Impenetrable Fog, or Torrential Rain.
Deploy: Give an enemy unit Doomed.
Order: Destroy a Doomed enemy unit.
Deploy: Give an enemy unit Doomed.
Order: Destroy a Doomed enemy unit.
Human, Agent
Deploy: Poison an enemy unit.
Order: Poison an enemy unit.
Human, Agent
Deploy: Poison an enemy unit.
Order: Poison an enemy unit.
Boost 5 adjacent units by 2.
Boost 5 adjacent units by 2.
Damage 5 enemy units by 2.
Damage 5 enemy units by 2.
Human, Cursed, Bandit
Olgierd's power cannot be changed by other cards wherever he is.
Human, Cursed, Bandit
Olgierd's power cannot be changed by other cards wherever he is.
Damage a unit by 8.
Damage a unit by 8.
Relict
Deploy: Transform into a base copy of an enemy unit.
Relict
Deploy: Transform into a base copy of an enemy unit.
Beast, Cursed
Deploy: Move 3 adjacent units to the other row.
Beast, Cursed
Deploy: Move 3 adjacent units to the other row.
Damage all units with even power by 2, or damage all units with odd power by 2.
Alchemy
Damage all units with even power by 2, or damage all units with odd power by 2.
Every allied turn, on turn end, move to the row with the highest unit on the battlefield, excluding self.
Every allied turn, on turn end, move to the row with the highest unit on the battlefield, excluding self.
Human, Mage
Deploy: Lock a unit.
Human, Mage
Deploy: Lock a unit.
Human
Deploy (Ranged): Move any card from your deck to the top.
Human
Deploy (Ranged): Move any card from your deck to the top.
Human, Bandit
Deploy (Melee): Damage an enemy unit by 3 and all copies of it by 1.
Human, Bandit
Deploy (Melee): Damage an enemy unit by 3 and all copies of it by 1.
Shield.
Order: Give an allied unit a Shield.
Shield.
Order: Give an allied unit a Shield.
Apply this Row Effect:
For 2 enemy turns, on turn start, damage all units on this row by 1.
Apply this Row Effect:
For 2 enemy turns, on turn start, damage all units on this row by 1.
 
Shuffle an allied unit on the battlefield into your deck, then play the top unit from your deck.
Tactic
Shuffle an allied unit on the battlefield into your deck, then play the top unit from your deck.
Relict
Whenever you play a special card, damage a random enemy unit by 2.
Relict
Whenever you play a special card, damage a random enemy unit by 2.
Relict
Whenever you play a special card, boost a random allied unit by 2.
Relict
Whenever you play a special card, boost a random allied unit by 2.
Organic
Boost an allied unit by 8 if there are no other units on that row.
Organic
Give or remove Resilience from a unit.
Destroy a 4 provision cost unit.
Destroy the lowest unit(s).
Beast
Deploy: Poison an enemy unit.
Beast
Deploy: Poison an enemy unit.
Damage an enemy unit by 4 and move it to the other row.
Damage an enemy unit by 4 and move it to the other row.
Deploy (Ranged): Shuffle a card from your hand into your deck, then draw a card.
Deploy (Ranged): Shuffle a card from your hand into your deck, then draw a card.
Alchemy
Purify an allied unit and boost it by 3.
Alchemy
Trigger a bronze unit's Deathwish ability.
 
Clear all row effects from your side and boost an allied unit by 4. For every row effect cleared, decrease the boost by 1.
 
Clear all row effects from your side and boost an allied unit by 4. For every row effect cleared, decrease the boost by 1.
Scenario
Scenario: Progress whenever you play a unit with Deathwish.
Prologue: Spawn a Desert Banshee in this row.
Chapter 1: Spawn and play a Barghest.
Chapter 2: Spawn and play a Nightwraith.
 
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.
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.
Wild Hunt, Warrior
Deploy: Set an allied unit's power to 7.
Dominance: Set a unit's power to 7 instead.
Wild Hunt, Warrior
Order (Melee): Damage a unit by 1.
Dominance: Damage a unit by 2 instead.
Cooldown: 1.
Melee: Whenever a unit is destroyed during your turn, boost self by 2.
Melee: Whenever an allied unit is destroyed during your turn, boost self by 2.
Damage an enemy unit by the power of your highest allied unit.
If you control Imlerith, destroy an enemy unit instead.
Damage an enemy unit by the power of your highest allied unit.
Wild Hunt, Warrior
Order (Melee): Damage a unit by 1.
Dominance: Damage a unit by 2 instead.
Cooldown: 1.
Wild Hunt, Warrior
Deploy: Destroy an enemy artifact.
Dominance: Damage adjacent enemy units by 2.
Relict, Crone
Deploy: Damage an enemy unit by 2.
Increase this damage by 2 whenever you play a Crone.
Relict, Crone
Deploy: Damage an enemy unit by 2.
Increase this damage by 2 whenever you play a Crone.
Beast, Cursed
Deploy: Damage an enemy unit by 2.
Dominance: Damage it by 4 instead.
Beast, Cursed
Deploy, Dominance: Damage an enemy unit by 5.
Wild Hunt
Dominance: At the end of your turn, boost self by 1.
Wild Hunt
Deploy: Damage an enemy unit by 1.
Dominance: Damage it by 3 instead.
Wild Hunt, Warrior
Deploy: Damage an enemy unit by 1.
Dominance: Damage it by 3 instead.
Wild Hunt, Warrior
Deploy: Damage an enemy unit by 1 for every other allied Wild Hunt unit.
Leader
Order: Create and play a card from your opponent's hand.

This ability adds 17 provisions to your deck's provisions limit.
Leader
Order: Create and play a card from your opponent's hand.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Seize an enemy unit with 3 power or less.
This value is raised by 1 for every 4 Tactic cards in your starting deck.

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Seize an enemy unit with 3 power or less.
This value is raised by 1 for every 4 Tactic cards in your starting deck.

This ability adds 16 provisions to your deck's provisions limit.
Vampire, Aristocrat
Deploy: Destroy an enemy unit with status.
Vampire, Aristocrat
Deploy: Destroy an enemy unit with status.
Human, Mage
Deploy (Ranged): Move any card from your deck to the top. If it's a unit, boost it by 2.
Human, Mage
Deploy (Ranged): Move any card from your deck to the top. If it's a unit, boost it by 2.
Human, Agent
Deploy (Melee): Move an enemy unit to the other row.
Deploy (Ranged): Boost an Agent by 3.
Human, Agent
Deploy (Melee): Move an enemy to the other row.
Deploy (Ranged): Destroy an enemy artifact.
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 2. If Auckes is in your hand, damage that unit by 4 instead.
Assimilate
Deploy (Melee): Poison a unit.
Deploy (Ranged): Purify a unit.
Assimilate
Deploy (Melee): Poison a unit.
Deploy (Ranged): Purify a unit.
Human, Agent
Deploy: Look at the top 3 cards in your opponent's deck and move 1 to their graveyard.
Human, Agent
Deploy: Look at the top 3 cards in your opponent's deck and move 1 to their graveyard.
Leader
Order: Play a copy of an allied unit from your deck, boost it by 2 and give it Zeal.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Play a copy of an allied unit from your deck, boost it by 3 and give it Zeal.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Damage an enemy unit by 8.
Deathblow: Give adjacent units Bleeding for a duration equal to any excess damage dealt.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Damage an enemy unit by 8.
Deathblow: Give adjacent units Bleeding for a duration equal to any excess damage dealt.

This ability adds 15 provisions to your deck's provisions limit.
Order: Play a Northern Realms faction card from your hand, then draw any card.

This ability adds 12 provisions to your deck's provisions limit.
Order: Play a Northern Realms faction card from your hand, then draw any card.

This ability adds 15 provisions to your deck's provisions limit.
Human, Mage
Deploy: Damage an enemy unit by 4, then damage a random enemy unit by 3,2,1.
Human, Mage
Deploy: Damage an enemy unit by 4, then damage a random enemy unit by 3,2,1.
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.
Human, Soldier
Resupply: Boost self by 1.
Inspired: Boost self by 2 instead.
Human, Soldier
Resupply: Boost self by 1.
Inspired: Boost self by 2 instead.
Human, Mage
Deploy: Gain Zeal if you control a Mage.
Order (Ranged): Give 1 Charge to an allied unit.
Cooldown: 1
Human, Mage
Zeal.
Order (Ranged): Give 1 Charge to an allied unit.
Cooldown: 1.
Machine, Siege Engine
Deploy, Crew: Gain 2 Armor.
Order (Ranged): Damage an enemy unit by 2.
Machine, Siege Engine
Order (Ranged): Damage a unit by 2.
Crew: Gain 2 Armor.
Order: Spawn an Elven Deadeye in an allied row.
Charge: 3

This ability adds 16 provisions to your deck's provisions limit.
Order: Transform a face-up allied Trap into an Elven Deadeye. Charge: 4

This ability adds 16 provisions to your deck's provisions limit.
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.

This ability adds 15 provisions to your deck's provisions limit.
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.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Play a Scoia'tael special card from your graveyard.

This ability adds 12 provisions to your deck's provisions limit.
Leader
Order: Play a Scoia'tael special card from your graveyard.

This ability adds 13 provisions to your deck's provisions limit.
Scenario
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.
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.
Elf
Deploy: Damage an enemy unit by 3.
If you control Muirlega, damage it by 7 instead.
Elf
Deploy: Damage an enemy unit by 3.
If you control Muirlega, damage it by 7 instead.
Beast
Deploy: Damage an enemy unit by 3.
If you control Etriel, also damage adjacent units by 3.
Beast
Deploy: Damage an enemy unit by 3.
If you control Etriel, also damage adjacent units by 3.
Dwarf
Deploy: Boost an allied unit by the number of Dwarf units in this row.
Dwarf
Deploy: Boost an allied unit by 1 for each allied Dwarf.
Treant
Deploy: Gain Zeal if you Control a Dryad.
Order (Melee): Move self to the Ranged row and Heal self.
Order (Ranged): Move self to the Melee row and damage enemy 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.
Harmony.
Deploy (Melee): Gain Shield.
Deploy (Ranged): Poison an enemy unit.
Elf
Deploy: Damage an enemy unit by the number of Elf units in this row.
Elf
Deploy: Damage an enemy unit by 1 for every other allied Elf unit.
Ambush: After your opponent plays a card, randomly split damage equal to its provision cost between all enemy units.
Ambush: After your opponent plays a card, randomly split damage equal to its provision cost between all enemy units.
Deploy: Damage an enemy unit by 1 for each row that separates it from this unit.
Deploy: Damage an enemy unit by 1 for each row that separates it from this unit.
Order: Discard a card, then draw a card.
On round start, refresh this ability.
Whenever you Discard a card, damage a random enemy unit by 1.

This ability adds 16 provisions to your deck's provisions limit.
Order: Discard a card, then draw a card.
On round start, refresh this ability.
Whenever you Discard a card, damage a random enemy unit by 1.

This ability adds 15 provisions to your deck's provisions limit.
Order: Split 8 damage randomly between all enemy units, ignoring their Armor.

This ability adds 15 provisions to your deck's provisions limit.
Order: Split 8 damage randomly between all enemy units.

This ability adds 15 provisions to your deck's provisions limit.
Machine, Ship
Deploy (Melee): Damage all damaged enemy units by 1, then damage all enemy units by 1.
Machine, Ship
Deploy (Melee): Damage all damaged enemy units by 2.
Human, Pirate
Deploy (Ranged): Swap your graveyard with your deck.
Human, Pirate
Deploy (Ranged): Swap your graveyard with your deck.
Human, Pirate, Warrior
Defender.
Berserk 6: At the end of your turn, gain 1 Armor.
Human, Pirate, Warrior
Defender.
Berserk 6: At the end of your turn, gain 1 Armor.
Human
Deploy: Draw 2 cards, then Discard 2 cards.
Human
Deploy: Draw 2 cards, then Discard 2 cards.
Human, Mage
Zeal.
Order: Discard a card, then draw a card.
Whenever you Discard a special card, damage a random enemy unit by 2.
Human, Mage
Zeal.
Order: Discard a card, then draw a card.
Whenever you Discard a special card, damage a random enemy unit by 2.
Beast, Cursed
If this unit moves to the graveyard during the round, Summon it to the melee row and give it Doomed.
Beast, Cursed
If this unit moves to the graveyard during the round, Summon it to the melee row and give it Doomed.
Human, Cultist, Warrior
Order (Melee): Damage a unit by 1. Cooldown: 1
Berserk 4: Damage by 2 instead.
Human, Cultist, Warrior
Order (Melee): Damage a unit by 1. Cooldown: 1
Berserk 4: Damage by 2 instead.
Whenever this unit takes damage, damage a random enemy unit by 2.
Whenever this unit takes damage, damage a random enemy unit by 2.
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 4 instead.
Beast
Deploy (Melee): Boost self by 1 for each damaged unit.
Deploy (Ranged): Boost self by the amount an enemy unit is damaged.
Beast
Deploy (Melee): Boost self by 1 for every damaged unit.
Human
Berserk 5: Destroy self.
Human
Deploy: Damage an undamaged enemy by 3.
Human, Warrior
Bloodthirst 1: At the end of your turn, boost self by 1.
Human, Warrior
Deploy: Boost self by the amount an enemy is damaged.
Human, Warrior
Order: Damage a unit by 1.
Cooldown: 2.
Whenever you Discard a card, reduce Cooldown by 1.
Human, Warrior
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you Discard a card.
Deploy: Draw a card, then Discard a card.
Deploy: Discard a card, then draw a card.
Human, Pirate
Deploy: Damage an enemy unit by 1.
Bloodthirst 2: Damage it by 3 instead.
Human, Pirate
Deploy, Bloodthirst 2: Damage an enemy unit by 3.
Beast
Zeal.
Deploy: Gain 1 Charge for each Savage Bear in your graveyard.
Order: Give Bleeding 2 to an enemy unit.
Charge: 1.
Beast
Zeal.
Deploy: Gain 1 Charge for each Savage Bear in your graveyard.
Order: Damage a unit by 1.
Charge: 1.
Leader
Order: Damage an enemy unit by 8, then gain Coins equal to any excess damage dealt.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Damage an enemy unit by 7, then gain Coins equal to any excess damage dealt.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Spawn a Firesworn Zealot on an allied row and gain 1 Coin. Charge: 3.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Spawn a Firesworn Zealot on an allied row. Charge: 3.
When all Charges are depleted, gain 2 Coins.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Gain 9 Coins, then boost an allied unit by any excess amount gained.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Gain 9 Coins, then boost an allied unit by any excess amount gained.

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Gain 2 Coins. Charge: 3.
Every allied Tribute costs 1 Coins less.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Gain 2 Coins. Charge: 3.
Every allied Tribute costs 1 Coins less.

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Play a Syndicate special card from your deck. If its provision cost is 10 or less, gain 2 Coins.

This ability adds 14 provisions to your deck's provisions limit.
Leader
Order: Play a Syndicate special card from your deck. If its provision cost is 10 or less, gain 2 Coins.

This ability adds 15 provisions to your deck's provisions limit.
Scenario
Scenario: Progress whenever you play a Blindeye.
Prologue: Spawn a Sly Seductress in this row.
Chapter 1: Spawn Passiflora Peaches in this row.
Chapter 2: Gain 6 Coins.
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
Intimidate.
Profit 4.
For every unique gang category in your starting deck, increase Sigi Reuven's initial Profit by 1.
Human
Intimidate.
Profit 4.
For every unique gang category in your starting deck, increase Sigi Reuven's initial Profit by 1.
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.
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.
Crime, Crownsplitters
Spawn a Cleaver's Muscle in your Melee row and play a bronze Dwarf from your deck.
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.
Human, Pirate, Tidecloaks
Deploy: Move an enemy unit to the other row and give it Bleeding (2).
Increase Bleeding by 1 for each adjacent Pirate.
Human, Pirate, Tidecloaks
Deploy (Melee): Boost all allied Pirates by 1.
Deploy (Ranged): Boost all allied Ships by 1.
Human, Cutups
Intimidate.
Deploy: Transform an adjacent unit into a Cutup Lackey.
Tribute 3: Transform adjacent units into Cutup Lackeys instead.
Human, Cutups
Intimidate.
Deploy: Transform an adjacent unit into a Cutup Lackey.
Tribute 3: Transform adjacent units into Cutup Lackeys instead.
Crime, Firesworn
Banish an allied unit, then play the top card from your deck.
If the target was a Firesworn, look at the top 3 cards from your deck and play 1 of them instead.
Crime, Firesworn
Banish an allied unit, then play the top card from your deck.
Human, Firesworn
Deploy: Damage self by 10. Reduce the damage by 2 for every Firesworn Zealot you control.
Human, Firesworn
Deploy: Damage self by 6. Reduce the damage by 1 for every Firesworn Zealot you control.
Machine, Crownsplitters
Profit 1.
Fee 3: Damage an enemy unit by 1.
Increase damage by 1 for each adjacent Crownsplitter.
Machine, Crownsplitters
Profit 1.
Fee 3 (Melee): Destroy an artifact.
Necrophage, Cutups
Deploy: On turn end, destroy self.
Tribute 1: Cancel the Deploy ability.
Necrophage, Cutups
Deploy: On turn end, destroy self.
Tribute 2: Cancel the Deploy ability.
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
Gain 4 Coins. If your opponent controls an artifact, gain 6 Coins instead.
Crime, Tidecloaks
Destroy an enemy artifact. If there are none, gain 4 Coins.
Deploy: Give Poison to a unit. If it's an ally, gain 3 Coins.
Deploy: Give Poison to a unit. If it's an ally, gain 2 Coins.
Human, Soldier, Firesworn
Deploy (Melee): Boost 3 adjacent allied units by 1.
Human, Soldier, Firesworn
Deploy (Melee): Boost 3 adjacent allied units by 1.