Version History

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: 57
Construct
This unit's power is always equal to its Armor.
Construct
This unit's power is always equal to its Armor.
Witcher
Deploy: Damage 3 random enemy units by 1.
Whenever you lose a Round, return this unit to your hand.
Witcher
Whenever you lose a round, return this unit from the battlefield to your hand.
Witcher
After 4 allied turns, on turn end, draw a card.
Witcher
After 5 allied turns, on turn end, draw a card.
Construct
Shield.
Construct
No ability.
Witcher
Deploy: If your starting deck does not have cards with provision cost 10 or more, gain Resilience, Shield and Veil.
Witcher
On allied turn start, if this is the only unit in your graveyard, Summon it to a random allied row.
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.
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.
Order: Give an enemy unit Bleeding (5).
Order: Damage an enemy unit by 3.
Order: Boost an allied unit by 4 and give it Veil.
Order: Purify an allied unit and boost it by 4.
Elf, Wild Hunt, Warrior
Deploy (Melee): Discard a Monster unit and boost self by its power, then draw a card.
Elf, Wild Hunt, Warrior
Deploy: Set an allied unit's power to 7.
Dominance: Set a unit's power to 7 instead.
Veil.
No ability.
Elf, Wild Hunt, Mage
Deploy: Spawn a 1-power base copy of a Monster unit from your hand on this row.
Elf, Wild Hunt, Mage
Deploy: Spawn a 1-power base copy of a unit from your hand in this row.
Elf, Wild Hunt
Deploy (Ranged): Play a Wild Hunt special card from your deck.
Elf, Wild Hunt
Deploy (Melee): Discard a unit and boost self by its power, then draw a card.
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, Soldier
Deploy (Melee): Summon all copies of this unit from your deck to this row.
Human, Soldier
Deploy (Melee): Summon all copies of this unit from your deck to this row.
Human
Deploy: Spawn and play a base copy of a bronze Northern Realms unit from your hand, then give it Shield.
Human
Deploy: Spawn and play a base copy of a bronze unit from your hand, then give it a Shield.
Human, Soldier, Knight
Deploy: Boost adjacent units by 1.
Whenever you play a unit boost it by 1.
Human, Knight
Deploy: Boost adjacent units by 1.
Whenever you play a unit boost it by 1.
Human, Soldier, Knight
Deploy: Gain Charges equal to the amount of boosted allied units.
Order: Damage an enemy unit by 1.
Charge: 1.
Human, Knight
Formation.
Deploy: Gain Charges equal to the number of boosted allied units.
Order: Damage an enemy unit by 1.
Charge: 1.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Order: Give an allied unit Zeal.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Order: Give an allied unit Zeal.
Formation.
Order: Give an allied unit a Shield.
Formation.
Order: Give an allied unit a Shield.
Human, Knight
Deploy (Melee): Damage an enemy unit by 2.
Deathblow: Gain Vitality for 2 turns.
Human, Knight
Deploy (Melee): Damage an enemy unit by 2.
Deathblow: Gain Vitality for 2 turns.
Human, Soldier
Shield.
Whenever this unit loses its Shield, boost self by 2.
Human, Knight
Shield.
Whenever this unit loses its Shield, boost self by 2.
Human, Soldier, Knight
When played or Summoned from the deck, boost self by 3.
Human, Knight
When played or Summoned from the deck, boost self by 3.
Warfare
Boost an allied unit by 4 and give it 2 Armor.
If you control a Knight, also give it Vitality for 3 turns.
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
Deploy (Melee): Give 1 Charge to an allied unit.
Deploy (Ranged): Boost an allied unit by 1.
Order: Give an allied unit Zeal.
Human, Soldier
Deploy (Melee): Give 1 Charge to an allied unit.
Deploy (Ranged): Boost an allied unit by 1.
Order: Give an allied unit Zeal.
Deploy: If there is a Dwarf on this row, Summon all copies of this unit from your deck to this row.
Deploy: If there is a Dwarf on this row, Summon a copy of this unit from your deck to this row.
Deploy (Ranged): Boost a Dwarf in your hand by 2.
Deploy (Ranged): Boost a Dwarf in your hand by 2.
Deploy: Boost self by the number of allied Dwarf units on this row.
Deploy: Boost self by the number of allied Dwarf units on this row.
Order: Damage a random enemy unit and self by 4.
Order: Damage a random enemy unit and self by 4.
Deploy (Melee): Boost an Elf in your hand by 2.
Deploy (Melee): Boost an Elf in your hand by 2.
Leader
Order: Play a Skellige unit with provision 9 or less from your graveyard.

This ability adds 12 provisions to your deck's provisions limit.
Leader
Order: Play a Skellige unit from your graveyard.

This ability adds 11 provisions to your deck's provisions limit.
Human, Warrior
Deploy: Play a bronze Warrior from your graveyard, give it Doomed and damage it by 2.
At the start of round, while in hand or deck, transform.
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 and give it Doomed.
Whenever you play a Warrior, damage a random enemy unit by 1.
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 and give it Doomed.
Devotion: At the start of round, while in hand or deck, transform.
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.
Human, Pirate, Warrior
Veteran.
Deploy: Give an enemy unit Rupture.
Human, Cultist, Druid
Ranged: Whenever a unit is played, damage it by half its current power.
Human, Cultist
Ranged: Whenever a unit is played, damage it by half its current power.
Human, Cultist, Warrior
Deploy (Melee): Play a Raid card from your deck.
Human, Cultist, Warrior
Deploy (Melee): Destroy a damaged enemy.
Human, Pirate
Deploy: Move the top card from your deck to your graveyard.
Cancel the ability if you control a Ship.
Human, Pirate
Deploy: Move the top card in your deck to your graveyard.
Human, Cultist, Warrior
At the end of your turn, damage self and a random enemy unit by 1.
Berserk 3: Transform into a Bear Abomination.
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, Cultist, Druid
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.
Spawn 2 Crows in allied row. If you control a Druid, Spawn 3 Crows instead.
Spawn 2 Crows in allied row. If you control a Druid, Spawn 3 Crows instead.
Human, Warrior
Deploy: Give Bleeding (3) to the unit to the right, then give Bleeding (3) to an enemy unit.
Human, Warrior
Deploy: Give Bleeding (4) to the unit to the right, then give Bleeding (4) to an enemy unit.
Human, Cultist, Warrior
Deploy (Melee): Damage an enemy unit by 2.
Bloodthirst 2: Give it Bleeding for 2 turns.
Human, Cultist, Warrior
Deploy (Melee): Damage an enemy unit by 2.
Bloodthirst 2: Give it Bleeding for 2 turns.
Leader
Order: Gain 3 Coins.
At the beginning of the round, refresh this ability.
Your Hoards require 2 less Coins to trigger.

This ability adds 14 provisions to your deck's provision limit.
Leader
Order: Gain 2 Coins.
At the beginning of the round, refresh this ability.
Your Hoards require 2 less Coins to trigger.

This ability adds 15 provisions to your deck's provision limit.
Human, Firesworn
Profit 4.
Tribute 4: Spawn 2 Flaming Rose Footmen in this row.
Fee 1: Boost self by 1.
Devotion: At the start of round, while in hand or deck, transform.
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.
Fee 1: Boost self by 1.
Whenever you play a Firesworn card, gain 1 Coin.
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.
Human, Salamandra
Deploy: Put a Bounty on an enemy unit and damage it by 3.
Tribute 3: Ignore a target's Armor.
Human, Salamandra
Deploy: Put a Bounty on an enemy unit and damage it by 3.
Tribute 3: Ignore a target's Armor.
Crime, Firesworn
Echo.
Damage an enemy unit by 3 and boost all allied Firesworn units by 1.
Deathblow: Boost all allied units instead.
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 4: 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
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, Witch Hunter
Deploy (Melee): Lock a unit.
Deploy (Ranged): Purify a unit.
Human, Witch Hunter
Intimidate.
Deploy (Melee): Lock a unit.
Deploy (Ranged): Purify a unit.
Human, Cutups
Insanity.
Fee 2: Summon all copies of this unit from your deck to this row.
Human, Cutups
Insanity.
Fee 2: Summon all copies of this unit from your deck to this row.
Halfling, Crownsplitters
Intimidate.
Deploy: Boost self by 1 for each Crime in your hand.
Halfling, Crownsplitters
Profit 1.
Deploy: Boost self by 1 for each Crime card in your hand.
Human, Mutant, Salamandra
Deploy: Damage an enemy unit by 1.
Hoard 4: Damage an enemy by 3 instead.
Human, Mutant, Salamandra
Deploy: Damage an enemy unit by 1.
Hoard 5: Damage an enemy by 3 instead.
Human, Salamandra
Intimidate.
Order: Damage an enemy unit by 2.
Human, Salamandra
Intimidate.
Order (Ranged): Damage an enemy unit with Bounty by 2.
Machine, Ship, Tidecloaks
Deploy (Ranged): Boost an allied unit by 1 for every Pirate in your hand.
Machine, Ship, Tidecloaks
Deploy (Ranged): Boost an allied unit by 1 for every Pirate in your hand.
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.
Crime, Crownsplitters
Profit 4 - 6.
For each allied Crownsplitters, increase the minimal amount by 1.
Crime, Crownsplitters
Profit 3 - 5.
Human, Pirate, Tidecloaks
Deploy: Damage an enemy unit by 2.
Deathblow: Gain 2 Coins.
Hoard 5: Trigger the Deathblow even if the enemy unit survived.
Human, Pirate, Tidecloaks
Deploy: Damage an enemy unit by 2.
Deathblow: Gain 2 Coins.
Hoard 5: Trigger the Deathblow even if the enemy unit survived.