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: 94
Spell
Echo.
Play any card from your deck.
Relict
Deploy: Boost 3 units in your deck by 2.
Veil.
Deploy: Transform the leftmost card in your hand into a random legendary card from your faction that was not in your starting deck.
Repeat this ability whenever you play the rightmost card from your hand.
Demon
Doomed.
At the end of your turn if the unit on the right is not a Demon transform it into a base copy of self.
Human, Knight
Deploy: Purify all other units.
Human, Cursed
Veil.
Order: Give a unit Veil.
Damage a unit by 1.
Deathblow: Play a bronze unit from your graveyard and give it Doomed.
Destroy a Doomed unit.
Deploy (Melee): Give Doomed to a unit.
Deploy (Ranged): Give Veil to a unit.
Spell
Boost a unit by 6 and give it Doomed.
Beast
Deploy: Banish a card from your opponent's graveyard.
Elf, Wild Hunt
Veil. Deploy: Create and play a bronze Wild Hunt unit.
Whenever you play a Wild Hunt unit, boost it by 1.
Elf, Wild Hunt
Deploy: Create and play a bronze Wild Hunt unit.
Devotion: At the start of round, while in hand or deck, transform.
Elf, Wild Hunt
Deploy: Spawn and play a random bronze Wild Hunt unit.
At the start of round, while in hand or deck, transform.
Wild Hunt
Echo.
Spawn Frost on both enemy rows for 3 turns.
Elf, Wild Hunt
Deploy: Spawn Frost on an enemy row for 2 turns.
Dominance: Increase damage dealt by Frost by 1
Elf, Wild Hunt
Devotion: Thrive.
At the end of your turn, if there is Frost on both enemy rows, Summon this unit from your deck to the Ranged row.
Beast, Wild Hunt
Veil. Zeal.
Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if Order is not used, boost self by 1.
Wild Hunt
Choose one:
Spawn Frost on an enemy row for 4 turns.
Spawn Frost on both enemy rows for 2 turns.
Spawn Frost on an enemy row for 4 turns.
Wild Hunt
Spawn Frost on both enemy rows for 2 turns.
Elf, Wild Hunt
Deploy: Spawn Frost for 2 turns on an enemy row.
At the end of your turn, if there is Frost on the opposite row, boost self by 1.
Elf, Wild Hunt
Deploy: Purify an enemy unit.
Dominance: Purify a unit instead.
Elf, Wild Hunt
Deploy: Move an enemy unit to the other row. If the target moves to a row affected by Frost, damage it by 2.
Elf, Wild Hunt
Veil.
Deploy: Destroy self.
Devotion: Cancel the Deploy ability.
Human, Mage, Agent
Assimilate.
Deploy: Create and play a bronze Disloyal Nilfgaard unit.
Human, Soldier, Aristocrat
Veil.
Deploy: Spawn an Operative in each enemy row.
Zeal. Order: Seize all Spying Operatives.
Whenever you play an Agent, boost self by 1.
Human, Soldier
Deploy: Spawn an Operative in each enemy row.
Zeal. Order: Seize all Spying Operatives.
Devotion: At the start of round, while in hand or deck, transform.
Human, Soldier
Deploy: Spawn an Operative in an enemy row.
Zeal. Order: Seize all Spying Operatives.
At the start of round, while in hand or deck, transform.
Tactic
Echo.
Damage an enemy unit by 2.
Deathblow: Spawn and play a base copy of it.
Conspiracy: Always trigger Deathblow ability.
Human, Knight
Immunity.
Human, Aristocrat
Deploy: Give an enemy unit Spying.
Devotion: Give 3 enemy units Spying instead.
Human, Cursed, Knight
Veil. Zeal.
Order (Melee): Transform self into Duny.
At the end of your turn, boost a random allied unit by 1.
Tactic
Seize an enemy unit with 3 power or less.
Conspiracy: Boost it by 2.
Devotion: Always trigger Conspiracy ability.
Human, Mage, Agent
Veil. Assimilate.
Deploy: Give an enemy unit Spying.
Human, Agent, Aristocrat
Deploy: Boost self by 1 for every Spying enemy unit.
Whenever an enemy unit gains Spying, boost self by 1.
Human
Deploy: Damage an enemy unit by 2.
Conspiracy: Boost self by 2.
Human, Mage, Agent
Disloyal.
Deploy: Damage adjacent units by 3.
Human, Token, Agent
Doomed.
Echo.
Play a Northern Realms unit from your deck with a provision cost of 9 or less. Boost it by 1 for each provision below the limit.
Human
Veil. Formation.
Order: Reset an allied Northern Realms unit's Order ability and give it Zeal.
Whenever you play a Soldier, boost it by 1.
Formation.
Order: Reset an allied Northern Realms unit's Order ability and give it Zeal.
Devotion: At the start of round, while in hand or deck, transform.
Order: Reset an allied Northern Realms unit's Order ability.
At the start of round, while in hand or deck, transform.
Human, Mage
Order: Boost an allied unit by 5.
Inspired: Whenever you play a Northern Realms unit, give it Zeal.
Human
Whenever you play a unit with power less than 4, set its power to 4.
Devotion: Increase the power limit to 5.
Human, Soldier
Veil. Zeal.
Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if Order is not used, boost the unit to the right by 1.
Machine, Siege Engine, Ship
Order: Spawn a Volunteer in this row.
Crew: At the end of your turn, refresh this ability.
Human, Soldier
Veil.
Order: Move an enemy unit to the other row.
At the end of your turn, if Order is not used, boost self by 1.
Warfare
Spawn 2 Volunteers in an allied row and boost them by 1.
Human, Soldier, Bandit
Formation.
Order: Give an enemy unit Bleeding (3).
Human, Soldier, Pirate
Zeal. Order: Boost an allied unit by 2.
Devotion: Boost an allied unit by 4 instead.
Human, Soldier, Token
Doomed.
Deploy: Spawn 2 Young Dryads in this row.
Devotion: At the start of round, while in hand or deck, transform.
Deploy: Spawn a Young Dryad in this row.
At the start of round, while in hand or deck, transform.
Veil. Symbiosis.
Deploy: Spawn 2 Young Dryads in this row.
Deploy: Play a bronze Nature card from your graveyard.
Echo.
Choose one:
Boost an allied unit by 6 and give it Veil.
Boost an allied unit by 8.
Boost an allied unit by 5 and give it Vitality (5).
Boost an allied unit by 8.
Boost an allied unit by 6 and give it Veil.
Boost an allied unit by 5 and give it Vitality (5).
Human
Deploy (Melee): Boost a Dryad in your hand by 2.
Deploy (Ranged): Spawn a Young Dryad in this row.
Devotion: Use both abilities.
Dryad
Veil. Zeal.
Order (Melee): Damage an enemy unit by 3.
At the end of your turn, if Order is not used, boost a random Scoia'tael unit in your hand by 1.
Damage an enemy unit by 3, then boost a random Scoia'tael unit in your hand by 2.
Deathblow: Boost Scoia'tael unit in your hand instead.
Veil. Symbiosis.
Deploy: Damage an enemy unit by 2.
Dryad
Symbiosis.
At the end of your turn, if this unit has Vitality, boost self by 1.
Order: Transform self into a Young Dryad without changing power.
Treant
Deploy (Melee): Give an enemy unit Bleeding (3).
Deploy (Ranged): Spawn a base copy of self in this row.
Devotion: Use both abilities.
Treant, Token
Doomed.
Dryad, Token
Doomed. Symbiosis.
Human, Warrior
Deploy: Play a bronze Warrior from your graveyard and damage it by 2.
At the start of round, while in hand or deck, transform.
Human, Warrior
Veil.
Deploy: Play a bronze Warrior from your graveyard.
Whenever you play a Warrior, damage a random enemy unit by 1, ignoring its Armor.
Human, Warrior
Deploy: Play a bronze Warrior from your graveyard.
Devotion: At the start of round, while in hand or deck, transform.
Human, Pirate, Warrior
Veteran.
Deploy: Give an enemy unit Rupture.
Echo.
Damage an enemy unit by 2 then play a Warrior from your deck with a provision cost of 8 or less.
Deathblow: Play a Warrior from your deck instead.
Bloodthirst 3: Always trigger the Deathblow ability.
Human, Warrior
Devotion: Veteran.
Deploy: Damage an enemy unit by Skjordal's base power.
Human, Warrior
Veil. Zeal.
Order (Melee): Split 3 damage randomly between enemy units on a row.
At the end of your turn, if Order is not used, damage a random enemy unit by 1.
Damage an enemy unit by 2.
Deathblow: Play a 4 provision cost Warrior from your graveyard and give it Doomed.
Devotion: Always trigger the Deathblow ability.
Human, Pirate, Warrior
Veteran.
Order: Damage a unit by 2.
Bloodthirst 3: Gain Zeal.
Human, Cultist, Warrior
At the end of your turn, damage self and a random enemy unit by 1.
Berserk 2: Transform into a Bear Abomination.
Human, Warrior
Deploy: Give Bleeding (4) to the unit to the right, then give Bleeding (4) to an enemy unit.
Human, Pirate, Warrior
Veil. Veteran.
Human, Firesworn
Profit 4.
Tribute 4: Spawn 2 Flaming Rose Footmen in this row.
Devotion: At the start of round, while in hand or deck, transform.
Human, Firesworn, Salamandra
Veil. Profit 4.
Tribute 4: Spawn 2 Flaming Rose Footmen in this row.
Whenever you play a Firesworn card, boost self by 1.
Profit 4.
Tribute 4: Spawn 2 Firesworn Zealots in this row.
At the start of round, while in hand or deck, transform.
Human, Knight, Firesworn
Intimidate.
Deploy: Spawn and play a base copy of a bronze Firesworn unit from your hand.
Devotion: Boost it by 2.
Crime, Firesworn
Echo.
Damage an enemy unit by 3 and boost all allied Firesworn units by 1.
Deathblow: Boost all allied units instead.
Human, Knight, Firesworn
Hoard 5: At the end of your turn, Spawn a Firesworn Zealot in this row.
Fee 1: Transform a Firesworn Zealot into a Flaming Rose Footman.
Human, Knight, Firesworn
Veil. Zeal.
Order (Melee): Spawn a Flaming Rose Footman in this row.
At the end of your turn, if Order is not used, gain 1 Coin.
Human, Knight, Firesworn
Veil. Intimidate.
Whenever you Spawn a unit, boost self by 1 for each unit Spawned.
Human, Firesworn
Profit 2.
Tribute 2: Spawn a Firesworn Zealot in this row.
Fee 1: Transform a Firesworn Zealot into a Flaming Rose Footman.
Crime, Firesworn
Profit 3.
Spawn a Flaming Rose Footman in an allied row.
Human, Knight, Firesworn
Immunity.
Deploy: Destroy all Firesworn Tokens in this row, then boost self by the sum of their power.
Human, Firesworn, Salamandra
Deploy: Destroy an allied unit, then gain 3 Coins.
Devotion: Gain 3 Coins instead.
Human, Token, Firesworn
Doomed.

Changes

Cards: 63
Vampire
Deploy: Damage all units on an enemy row by 1.
Initiative: If any were destroyed, repeat this ability.
Vampire
Deploy: Damage all enemy units on a row by 1. If any were destroyed, repeat this ability.
If your starting deck has no duplicates, send Shupe on an adventure.
If your starting deck has no duplicates, send Shupe on an adventure.
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.
Human, Agent
Deploy: Poison an enemy unit.
Order (Melee): Poison an enemy unit.
Human, Agent
Deploy: Poison an enemy unit.
Order: Poison an enemy unit.
Spawn Cataclysm on an enemy row for 4 turns.
Apply this Row Effect:
Every enemy turn, on turn start, damage the highest unit on this row by 2.
Organic
Damage 3 enemy units by 3.
Organic
Damage 3 enemy units by 3.
Human, Bandit
Deploy: Banish a unit with power 3 or less.
Human, Bandit
Deploy: Banish a unit with 3 or less power.
Human, Cursed
Order: Heal self.
Cooldown: 1.
Human, Cursed
Order: Heal self.
Cooldown: 1.
Human, Agent
Deploy (Melee): Banish up to 3 cards in your opponent's graveyard.
Deploy (Ranged): Banish up to 3 cards in your graveyard.
Human, Agent
Deploy (Melee): Banish up to 3 cards in your opponent's graveyard.
Deploy (Ranged): Banish up to 3 cards in your graveyard.
Human, Cursed
Deploy: Give an allied unit Vitality (4).
Human, Cursed
Deploy (Melee): Destroy an enemy artifact.
Deploy (Ranged): Clear all row effects from your side.
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.
Shield.
Order: Give an allied unit a Shield.
Shield.
Order: Give an allied unit a Shield.
Deploy: Spawn and play Biting Frost, Impenetrable Fog, or Torrential Rain.
Deploy: Spawn and play Biting Frost, Impenetrable Fog, or Torrential Rain.
Order: Purify an allied unit and boost it by 4.
Order: Purify an allied unit and boost it by 3.
Ogroid, Token
Deploy: Spawn a random row effect on an enemy row for 3 turns.
Ogroid, Token
Deploy: Apply a random row effect to an enemy row.
Ogroid, Mage, Token
Deploy: Spawn random row effects on all rows for 3 turns.
Ogroid, Mage, Token
Deploy: Apply a random row effect to all rows.
Boost 3 adjacent units by 2 and give them 1 Armor.
Boost 3 adjacent units by 2 and give them 1 Armor.
Spawn Frost on an enemy row for 3 turns.
Apply this Row Effect:
For 4 enemy turns, on turn start, damage the lowest unit on this row by 2.
Boost all units in an ally row by 1.
Clear all row effects from your side.
Spawn Fog on an enemy row for 3 turns.
Apply this Row Effect:
For 4 enemy turns, on turn start, damage the highest unit on this row by 2.
Human, Soldier
Veil.
Human, Soldier
Deploy: Remove a row effect from this row.
Spawn Rain on an enemy row for 3 turns.
Apply this Row Effect:
For 4 enemy turns, on turn start, damage 2 random units on the row by 1.
 
Boost an allied unit by 4 and give it Veil.
 
Clear all row effects from your side and boost an allied unit by 4. For every row effect cleared, decrease the boost by 1.
Elf, Wild Hunt, Warrior
Deploy: Set an allied unit's power to 7.
Dominance: Set a unit's power to 7 instead.
Wild Hunt, Warrior
Deploy: Set an allied unit's power to 7.
Dominance: Set a unit's power to 7 instead.
Organic
Spawn Blood Moon on an enemy row for 5 turns, then Spawn 2 Ekimmaras in the opposite row.
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.
Elf, Wild Hunt
Deploy (Melee): Discard a unit and boost self by its power, then draw a card.
Wild Hunt
Ranged: Whenever you play a unit with Deathwish, trigger its Deathwish ability.
Ranged: Whenever you play a unit with Deathwish, trigger its Deathwish ability.
Deploy (Melee): Consume a unit in your hand and draw a card.
Elf, Wild Hunt, Mage
Deploy: Spawn a 1-power base copy of a unit from your hand in this row.
Wild Hunt, Mage
Deploy: Spawn a 1-power base copy of a unit from your hand in this row.
Elf, Wild Hunt, Warrior
Order (Melee): Damage a unit by 1.
Dominance: Damage a unit by 2 instead.
Cooldown: 1.
Wild Hunt, Warrior
Order (Melee): Damage a unit by 1.
Dominance: Damage a unit by 2 instead.
Cooldown: 1.
Elf, Wild Hunt, Warrior
Deploy, Dominance: Summon all copies of this unit from your deck to this row.
Wild Hunt, Warrior
Deploy, Dominance: Summon a copy of this unit from your deck to this row.
Necrophage
Deathwish: Summon all copies of this unit from your deck to this row.
Necrophage
Deathwish: Summon a copy of this unit from your deck to a random allied row.
Elf, Wild Hunt, Mage
Deploy: Boost an allied unit by 1.
Dominance: Boost it by 3 instead.
Wild Hunt, Mage
Deploy: Boost an allied unit by 1.
Dominance: Boost it by 3 instead.
Elf, 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.
Dominance: Damage it by 3 instead.
Human, Agent
Order (Ranged): Spawn and play a copy of the last Tactic card you played this round and give it Doomed.
Human, Agent
Order (Ranged): Spawn and play a copy of the last Tactic card you played this round.
Human, Knight
Deploy: Damage an enemy unit by 2.
Conspiracy: Increase damage by 2.
Human, Knight
Whenever you play a unit with Spying, boost self by 2.
Human, Soldier
Deploy: Spawn a base copy of this unit in this row.
Human, Soldier
Deploy: Spawn a base copy of this unit and Summon it to this row.
Human, Soldier
Order: Damage an enemy unit by 1. Charge: 1.
Whenever an enemy unit gains Spying, gain 1 Charge.
Human, Soldier
Order (Ranged): Damage an enemy unit by 2.
Charge: 1.
Gain 1 Charge whenever you play a Spying unit.
Human, Soldier
Deploy: Give Bleeding 3 to an enemy unit.
Conspiracy: Damage it by 3 instead.
Human, Soldier
Deploy (Melee): Banish a card from your opponent's graveyard.
Deploy (Ranged): Banish a card from your graveyard.
Human, Agent
Disloyal.
Deploy: Boost an ally by 6.
Human, Agent
Spying.
Deploy: Boost an allied unit by 7.
Beast, Siege Engine
Order: Damage adjacent units by 4, then boost self by 4 for each unit damaged.
Crew: Boost self by 8 instead.
Beast, Siege Engine
Order: Damage adjacent units by 4, then boost self by 4 for each unit damaged.
Order: Boost an allied unit by 4 and give it Shield.
Order: Boost an allied unit by 3 and give it Shield.
Human, Soldier
At the end of your turn, boost a unit to the right by 1.
Human, Soldier
Every allied turn, on turn end, boost the unit to the right by 1.
Dragon
Deploy: Spawn an Elven Deadeye, Rowdy Dwarf or Young Dryad in this row.
Gain an additonal effect based on the unit you Spawned.
Elven Deadeye - Damage a random enemy unit by 2.
Rowdy Dwarf - Boost it by 3 and give it 1 Armor.
Young Dryad - Give it Vitality 3.
Dragon
Order: Damage an enemy unit by 2.
Cooldown: 4.
If you have an Elf, Dwarf, or Dryad in your hand, decrease Cooldown by 1 (limited once per category).
Dryad
Deploy: On turn end, double the amount of boosts on self.
Dryad
Deploy: On turn end, double the amount of boosts on self.
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.
Harmony 2.
Harmony 2.
Harmony.
Deploy (Melee): Gain Shield.
Deploy (Ranged): Poison an enemy unit.
Harmony.
Deploy (Melee): Gain Shield.
Deploy (Ranged): Poison an enemy unit.
Harmony.
Deploy: Spawn an Elven Deadeye into this row.
Harmony.
Deploy: Spawn an Elven Deadeye into this row.
Dryad
Harmony.
Deploy: Damage an enemy unit by 1, then give it Poison.
Dryad
Harmony.
Deploy: Damage an enemy unit by 1, then give it Poison.
Beast
Harmony.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Move an enemy unit to their other row.
Beast
Harmony.
Deploy (Melee): Damage an enemy unit by 2.
Deploy (Ranged): Move an enemy unit to their other row.
Deploy (Melee): Give an allied unit 3 Armor.
Deploy (Ranged): Give an allied unit Vitality (3).
Deploy: Give Vitality to an allied unit for the number of turns equal to its Armor.
Harmony.
Harmony.
Human, Warrior
Whenever this unit takes damage, damage a random enemy unit by 2.
Whenever this unit takes damage, damage a random enemy unit by 2.
Damage a unit by 5.
Bloodthirst 3: Destroy a unit instead.
Damage a unit by 5.
Bloodthirst 3: Destroy a unit instead.
Human, Warrior
Berserk 5: Destroy self.
Human
Berserk 5: Destroy self.
Order: Draw a card, then Discard a card and Spawn a Crow in your Melee row.
Order: Draw a card then Discard a card.
Damage an enemy unit by 2.
Deathblow: Spawn a Bear Abomination and Summon it to a random allied row.
Damage an enemy unit by 2.
Deathblow: Spawn a Bear Abomination and Summon it to a random allied row.
Human, Warrior
Deploy: Give an enemy unit Bleeding (3). If played from the graveyard, damage an enemy unit by 3 instead.
Human, Warrior
Deploy: Damage an enemy unit by 1. If played from the graveyard, damage it by 3 instead.
Damage a unit by 4.
Bloodthirst 2: Damage a unit by 6 instead.
Damage a unit by 4.
Bloodthirst 2: Damage a unit by 6 instead.
Move an enemy to the other row and damage it by the number of units on that row.
Move an enemy to the other row and damage it by the number of units on that row.
Deploy: Spawn a Firesworn Zealot on both sides of this card.
Order: Boost all units in this row by 1.
Deploy: Spawn a Firesworn Zealot and Summon it on both sides of this card.
Whenever you Spawn a unit, boost it by 1.
Human, Firesworn
Deploy: Damage self by 10. Reduce the damage by 2 for every Firesworn Token you control.
Human, Firesworn
Deploy: Damage self by 10. Reduce the damage by 2 for every Firesworn Zealot you control.
Crime, Firesworn
Spawn 2 Firesworn Zealots in an allied row.
If a Firesworn unit is in that row, 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.