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: 3
Relict, Token
Doomed.
Human, Soldier, Token
Doomed.
Deploy: Draw up to 3 cards, then put the same number of cards on top of your deck.
Relict, Token
Doomed.
Harmony.

Changes

Cards: 92
Spell
Echo.
Play any card from your deck.
Spell
Echo.
Play any card from your deck.
Witcher
Deploy: Damage 3 enemy units by 1.
Whenever you lose a Round, return this unit to your hand.
Witcher
Deploy: Damage 3 random enemy units by 1.
Whenever you lose a Round, return this unit to your hand.
Demon
Doomed.
Deploy: Gain Zeal.
Order: Transform unit to the right into base copy of self.
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.
Destroy all Artifacts.
Destroy all Artifacts.
Human, Soldier
Order: Give an adjacent unit a Shield.
Human, Soldier
Order: Give an adjacent unit a Shield.
Deploy: Give 2 random enemy units Bleeding for 2 turns.
Deploy: Give 2 random enemy units Bleeding for 2 turns.
Leader
Order: Boost an allied unit by 3 and give it a Veil. Charge: 3.

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Boost an allied unit by 3 and give it a Shield. Charge: 2.

This ability adds 16 provisions to your deck's provisions limit.
Order: Spawn and play Woodland Spirit.

This ability adds 15 provisions to your deck's provisions limit.
Order: Boost a unit in your hand by 8.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Move an enemy unit to the other row and Spawn Frost on its row for 2 turns. Charge: 2

This ability adds 15 provisions to your deck's provisions limit.
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.
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
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: 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.
Elf, Wild Hunt
Deploy: Spawn and play a random bronze Wild Hunt unit.
At the start of round, while in hand or deck, transform.
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 Monster unit from your hand on this row.
Insectoid
Deploy: Spawn 2 Drones and boost all other Insectoids in this row by 1.
Insectoid
Deploy: Spawn 2 Drones and boost all other Insectoids in this row by 1.
Immunity. Thrive.
Immunity. Thrive.
Elf, Wild Hunt, Warrior
Deploy, Dominance: Summon all copies of this unit from your deck to this row.
Elf, Wild Hunt, Warrior
Deploy, Dominance: Summon all copies 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 all copies of this unit from your deck to this row.
Order: Boost an allied unit by 2. Charge: 3.
Once all Charges are used up, move a Soldier from your deck to the top.

This ability adds 16 provisions to your deck's provisions limit.
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.
Leader
Order: Lock an enemy unit, then Spawn its base copy in the opposite row and boost it by 2.

This ability adds 15 provisions to your deck's provision limit.
Leader
Order: Lock an enemy unit, then Spawn its base copy in the opposite row and boost it by 2.

This ability adds 14 provisions to your deck's provision limit.
Leader
Order: Lock an enemy unit and damage it by 3. Charge: 2.

This ability adds 15 provisions to your deck's provisions limit.
Order: Move an allied Nilfgaardian unit to your hand and boost it by 2, then play a card.

This ability adds 15 provisions to your deck's provisions limit.
Order: Spawn and play Morvran Voorhis.

This ability adds 15 provisions to your deck's provisions limit.
Order: Look at the top 3 cards from your deck and play one.

This ability adds 16 provisions to your deck's provisions limit.
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, 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 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.
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.
Human, Mage, Agent
Assimilate.
Deploy: Create and play a bronze Disloyal Nilfgaard unit.
Human, Mage, Agent
Assimilate.
Deploy: Create and play a bronze Disloyal Nilfgaard unit.
Vampire, Aristocrat
Deploy: Destroy an enemy unit with status.
Vampire, Aristocrat
Deploy: Destroy an enemy unit with status.
Human, Soldier
Defender.
Deploy: Spawn and play Battle Preparation.
Human, Soldier
Defender.
Deploy: Spawn and play Battle Preparation.
Human, Cursed, Aristocrat
Deploy: Set a unit's power to its Provision Cost.
Human, Cursed, Aristocrat
Deploy: Set a unit's power to its Provision Cost.
Machine, Siege Engine
Shield.
Order: Damage a unit by 2.
Charge: 1.
Gain 1 Charge whenever you play a Tactic.
Machine
Shield.
Order: Damage a unit by 2.
Charge: 1.
Gain 1 Charge whenever you play a Tactic.
Machine, Siege Engine
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.
Beast
Deploy: If enemy unit has status, Summon all copies of this unit from your deck to this row.
Beast
Deploy: If enemy unit has status, Summon all copies of this unit from your deck to this row.
Human, Soldier
Deploy: If you control a Soldier, 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.
Machine, Siege Engine
Deploy (Ranged): Damage an enemy unit by 1. For every Spying unit adjacent to it, increase the damage by 2.
Machine
Deploy (Ranged): Damage an enemy unit by 1. For every Spying unit adjacent to it, increase the damage by 2.
Machine, Siege Engine
Deploy (Ranged): Spawn and play a Cow Carcass.
Machine
Deploy (Ranged): Spawn and play a Cow Carcass.
Human, Soldier
Deploy: Deal 2 damage to an enemy. If the target has Armor, damage it by 2 again.
Human, Soldier
Deploy: Deal 2 damage to an enemy. If the target has Armor, damage it by 2 again.
Boost an allied unit by 4 and give it 2 Armor.
If it's a Soldier, boost it by 6 and give it 2 Armor instead.
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
Deploy: Damage an enemy unit by 1.
If the enemy unit is boosted, damage it by 3 instead.
Human, Soldier
Deploy: Damage a boosted enemy unit by 3.
Leader
Order: Spawn a base copy of a bronze allied Soldier on its row and boost it by 3.

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 2 and give it Zeal.

This ability adds 16 provisions to your deck's provisions limit.
Order: Draw a Northern Realms card of your choice, then shuffle a card from your hand back into the deck. If drawn card was a unit, boost it by 5.

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.
Leader
Order: Boost an allied unit by 2 and give it Shield.
Charge: 3.

This ability adds 14 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.
Human, Soldier
Order: Summon all copies of this unit from your deck to this row.
Human, Soldier
Order: Summon all copies of this unit from your deck to this row.
Human, Soldier
Order: Damage an enemy unit by 2.
Resupply: Boost self by 1.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Resupply: Boost self by 1.
Human, Soldier
Order: Boost an ally by 2.
Resupply: Boost adjacent Siege Engines by 1.
Human, Soldier
Deploy: Boost an allied unit by 2.
Resupply: Boost adjacent Siege Engines by 1.
Human, Soldier
Whenever Dun Banner receives a boost, Summon all copies of it from your deck to this row.
Human, Soldier
Whenever Dun Banner receives a boost, Summon all copies of it from your deck to this row.
Human
Deploy: Boost adjacent units by 2.
Human
Deploy: Boost adjacent units by 2.
Order: Move a unit to the other row. If it's an enemy, damage it by 2; if it's an ally, boost it by 2. Charge: 3

This ability adds 16 provisions to your deck's provisions limit.
Order: Move a unit to the other row. If it's an enemy, damage it by 2; if it's an ally, boost it by 2. Charge: 3

This ability adds 15 provisions to your deck's provisions limit.
Order: Spawn and play Dana Meadbh.

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 15 provisions to your deck's provisions limit.
Leader
Symbiosis.
Order: Give an allied unit Vitality (2). Charge: 3.

This ability adds 15 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.
Deploy: Spawn 2 Young Dryads in this row.
Devotion: At the start of round, while in hand or deck, transform.
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.
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.
Veil. Symbiosis.
Deploy: Spawn 2 Young Dryads in this row.
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.
Spawn 3 Rowdy Dwarves on an allied row.
If you control Zoltan, give 1 Armor to all Dwarves on that row.
Spawn 3 Rowdy Dwarves in an allied row.
Harmony.
Deploy: Spawn an Elven Deadeye into this row.
Harmony.
Deploy: Spawn an Elven Deadeye into this row.
Melee: Whenever an enemy unit moves, damage it by 1.
Ranged: Whenever an allied unit moves, boost it by 1.
Melee: Whenever an enemy unit moves, damage it by 1.
Ranged: Whenever an allied unit moves, boost it by 1.
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.
Veil. Symbiosis.
Order: Damage an enemy unit by 2.
Veil. Symbiosis.
Deploy: Damage an enemy unit by 2.
Machine
Deploy: Spawn a Rowdy Dwarf in this row.
Bonded: Spawn 2 Rowdy Dwarves in this row instead.
Machine
Deploy: Spawn a Rowdy Dwarf in this row.
Bonded: Spawn 2 Rowdy Dwarves in this row instead.
Deploy: If you control a Dwarf, Summon all copies of this unit from your deck to this row.
Deploy: If there is a Dwarf on this row, Summon all copies of this unit from your deck to this row.
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: 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 all copies of this unit from your deck to this row.
Deploy: Damage 2 random enemy units by 2.
Deploy: Damage 2 random enemy units by 2.
Harmony.
Harmony.
Deploy (Melee): Damage an enemy unit by 3. If it survived, boost self by 2.
Deploy (Melee): Damage an enemy unit by 3. If it survived, boost self by 1.
Leader
Order: Spawn and play Mardroeme.
Whenever you play an Alchemy card, Heal a random allied 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 16 provisions to your deck's provisions limit.
Order: Spawn Rain on an enemy row for 1 turns and a Deafening Siren on the opposite row. Charge: 3.

This ability adds 14 provisions to your deck's provisions limit.
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.
Echo.
Damage an enemy unit by 2 then play a Warrior from your deck with a provision cost of 7 or less.
Deathblow: Play a Warrior from your deck instead.
Bloodthirst 3: Always trigger the Deathblow ability.
Echo.
Damage an enemy unit by 2 then play a Warrior from your deck with a provision cost of 7 or less.
Deathblow: Play a Warrior from your deck instead.
Bloodthirst 3: Always trigger the Deathblow ability.
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, give it Doomed 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 and give it Doomed.
Whenever you play a Warrior, damage a random enemy unit by 1.
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 and give it Doomed.
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
Deploy: Draw 2 cards, then Discard 2 cards.
Human
Deploy: Draw 2 cards, then Discard 2 cards.
Human, Pirate
Deploy: Damage a unit by 2.
Whenever you play a ship, boost it by 1.
Whenever you play a pirate, deal 1 damage to a random enemy.
Human, Pirate
Whenever you play a Ship, boost it by 1.
Whenever you play a Pirate, damage a random enemy unit by 1.
Human, Warrior
Deploy: Damage self by 5.
Whenever an enemy unit takes damage, Heal self by 1.
Human, Warrior
Whenever an enemy unit on the opposite row takes damage, boost self by 1.
Human, Warrior
Zeal. Order: Damage a unit by 1.
Cooldown: 2.
Whenever you play a Beast, reduce Cooldown by 1.
Human, Warrior
Order: Damage a unit by 1.
Cooldown: 2.
Whenever you Discard a card, reduce Cooldown by 1.
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.
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.
Human, Warrior
Deploy (Melee): Split 3 damage randomly between all enemy units.
Human, Warrior
Deploy (Melee): Split 3 damage randomly between all enemy units.
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.
Leader
Order: Spawn a Sea Jackal on an allied row, then gain 4 Coin.

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 13 provisions to your deck's provisions 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.
Fee 1: Boost self by 1.
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.
Fee 1: Boost self by 1.
Whenever you play a Firesworn card, gain 1 Coin.
Profit 4.
Tribute 4: Spawn 2 Firesworn Zealots in this row.
At the start of round, while in hand or deck, transform.
Profit 4.
Tribute 4: Spawn 2 Firesworn Zealots in this row.
At the start of round, while in hand or deck, transform.
Deploy: Spawn a Firesworn Zealot on both sides of this card.
Order: Boost all allied Firesworn units by 1.
Deploy: Spawn a Firesworn Zealot on both sides of this card.
Order: Boost all units in this row by 1.
Dwarf, Crownsplitters
Intimidate.
Profit 3.
Fee 5 (Melee): Gain Resilience.
Dwarf, Crownsplitters
Intimidate.
Profit 3.
Fee 5 (Melee): Gain Resilience.
Human, Cutups
Profit 2.
Fee 2 (Melee): Damage an enemy unit by 2.
Human, Cutups
Insanity.
Fee 1: Give an enemy unit Bleeding for 1 turn. If Insanity was used, damage a random enemy unit by 1 instead.
Deploy: Damage an enemy unit by 2.
If Horst Borsodi is in your graveyard, damage an enemy unit by 4 instead.
Profit 2.
If Horst Borsodi is in your graveyard, increase this card's initial Profit by 2.
Fee 2 (Melee): Damage an enemy unit by 2.
Deploy: Gain 3 Coin.
If Ewald Borsodi is in your graveyard, gain 6 Coin instead.
Profit 2.
If Ewald Borsodi is in your graveyard, increase this card's initial Profit by 2.
Fee 2 (Ranged): Boost an allied unit by 2.
Human, Cutups
Insanity.
Fee 1: 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.
Human, Firesworn, Cleric
Profit 2.
Tribute 2: Spawn a Firesworn Zealot in this row.
Fee 1: Transform a Firesworn Zealot into a Flaming Rose Footman.
Human, Firesworn
Profit 2.
Tribute 2: Spawn a Firesworn Zealot in this row.
Fee 1: Transform a Firesworn Zealot into a Flaming Rose Footman.
Human, Pirate, Tidecloaks
Deploy, Hoard 4: Summon copies of this unit from your deck to this row.
Human, Pirate, Tidecloaks
Deploy, Hoard 4: Summon copies of this unit from your deck to this row.