Version History

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

New Content

Cards: 69
Witcher
At the end of your turn, destroy this card if it's the only Witcher on this row.
Human, Mage
Deploy: Transform adjacent units into random units that cost 1 provision more.
Witcher
Shield.
Deploy: Play a Witcher card from your deck.
Adrenaline 3: Give it a Shield.
Human, Mage, Mutant
The first time you Spawn a unit each turn, Spawn a 1-power copy of it on this row, then give it Doomed.
Witcher
Deploy: Boost self by 1 for every Witcher you control.
Deploy: Look at your deck in order from top to bottom.
You may shuffle your deck, then put a card on the bottom of it.
Draw a card with Adrenaline of your choice, then shuffle back a card from your hand to your deck. Spawn a Witcher Student on each allied row.
Human
Zeal.
Order: Draw 2 cards, then shuffle 2 cards back to your deck.
Whenever you draw a card, boost self by 2.
Boost an ally by its provision cost or damage an enemy by its provision cost.
Location
Resilience.
Deploy: Spawn and play Succubus, Phooca, Chimera or Hybrid.
Order: Move the highest power unit to the top of your deck and Spawn a Drone on both sides of this card.
Insectoid
Order (Adrenaline 3): Consume all Tokens on this row and gain Immunity.
Whenever you Consume one or more units, Spawn a Drone in this row.
Insectoid
Thrive.
Whenever this unit's Thrive is triggered, Spawn a Drone in this row.
Adrenaline 4: Whenever this unit's Thrive is triggered, Spawn an Endrega Larva in this row instead.
Insectoid
Deathwish: Shuffle Viy back to your deck then increase its base power by 3.
Beast
Order: Reset this unit's power and Spawn a number of Rats in this row equal to the amount of boost it lost.
Cooldown: 1.
At the end of your turn, Consume a unit to the right.
Beast, Mutant
Deploy: Consume an allied unit.
Adrenaline 4: Boost all copies of Consumed unit in that unit's row by 1.
Beast, Mutant
Whenever you Consume one or more units, boost self by 1.
Ogroid
Veil. Thrive.
Units played by your opponent trigger this unit's Thrive ability.
Boost an allied unit by 4 and gain an additional effect based on unit's category.

Insectoid - Spawn 3 Drones on boosted unit's row.
Beast - Boost that unit by 8 instead.
Ogroid - Give all Ogroids in your hand 2 Armor
Beast
Deathwish: At the end of your turn, Summon a different copy of Succubus from your graveyard to a random row and give it Doomed.
Adrenaline 3: Don't give it Doomed.
Location
Resilience.
Deploy: Spawn and play Viper Witcher Adept, Viper Witcher, Viper Witcher Mentor or Viper Witcher Alchemist.
Order: Move a unit from your opponent's graveyard to the top of their deck.
Witcher
Deploy: Swap this unit's power with an enemy unit.
Adrenaline 2: Damage an enemy unit by 4 instead.
Witcher
Adrenaline 2: At the end of your turn, boost self by the difference between number of cards in players' decks.
Beast
At the end of the round, put this card in the opponent's graveyard.
At the end of your turn, while in graveyard, Banish the lowest-cost card from it.
If Vypper is the only card in the graveyard, give it Doomed, then Summon it to your opponent's random row.
Deploy (Melee): Put the highest cost card in your opponent's deck on the top of it.
Deploy (Ranged): Put the lowest cost card in your opponent's deck on the top of it.
Damage an enemy unit by 5.
Deathblow: Banish it and Spawn a copy of it on top of opponents deck.
Witcher
Deploy: Give Bleeding 2 to an enemy unit.
Adrenaline 6: Spawn a copy of that unit at the top of opponent's deck.
At the end of your turn, boost self by 1 if opponent has more cards in the deck than you.
Deploy: Look at top 3 cards of your deck and put one on the top, then swap top card of your opponent's deck with yours.
Deploy: Set power of this card to match provision cost of the top card in your opponent's deck.
Adrenaline 2: Set power of this card to match provision cost of the highest-cost card in opponent's deck instead.
Beast
At the end of the round, shuffle this card back to your deck keeping it's boosts.
Witcher
Zeal. Order: Boost all other units with power equal to Coën's power by the amount Coën is boosted.
Deploy: Boost all units in your deck by 1.
Adrenaline 3: Also gain Immunity.
Order: Remove boosts from all units in your deck, then boost this unit by the same amount.
Location
Resilience.
Deploy: Spawn and play Griffin Witcher Adept, Griffin Witcher, Griffin Witcher Mentor or Griffin Witcher Ranger
Order: Boost a unit in your deck by 3.
Witcher
Resupply: Spawn a Witcher Student on this row.
Adrenaline 4: At the end of your turn, Spawn a Witcher Student on this row.
Witcher
Order (Melee): Damage an enemy unit by 1.
Cooldown: 1.
Adrenaline 3: At the end of your turn, damage a random enemy unit by 3 and Lock self.
Shield.
Order: Transform an allied Witcher into a base copy of Griffin Witcher Adept.
Deploy: Draw the top unit, then shuffle a card from your hand back to your deck.
Adrenaline 4: Boost the unit you've drawn by 2.
Deploy: Boost self by 1 for every unit on the opposite row.
Order: Transfer all boosts from self to an allied unit.
Warfare
Boost an allied unit by 4. If there is a Witcher on the boosted unit's row, also Spawn a Witcher Student on that row.
Witcher
Deploy: Destroy the rightmost unit on an enemy row with at least 5 units.
Adrenaline 3: Destroy the rightmost unit on an enemy row with at least 3 units instead.
Witcher
Deploy: Move the other cards from this row to the other row.
Damage a random enemy unit for each card moved by 1.
Witcher
Melee: At the end of your turn, move self to the Ranged row and boost a random allied unit on this row by 1.
Ranged: At the end of your turn, move self to the Melee row and damage a random enemy unit on the opposite row by 1.
Adrenaline 3: Instead of a random unit, affect all other units in a row.
Zeal. Order: Transform self into Saber Tooth Tiger: Stealth.
Location
Resilience.
Deploy: Spawn and play Cat Witcher Adept, Cat Witcher, Cat Witcher Mentor or Cat Witcher Saboteur.
Order: Move 3 allied units to the other row.
Witcher
At the end of your turn, move self to the other row and damage a random enemy on the opposite row by 1.
Adrenaline 4: Damage it by 2 instead.
Deploy (Melee): Give an enemy unit Bleeding with duration equal to the number of units on that unit's row.
Deploy (Ranged): Give an allied unit Vitality with duration equal to the number of units on that unit's row.
Deploy: Boost self by the number of cards on this row.
Adrenaline 4: Whenever a card appears in this row, boost self by 1.
Deploy: Move an enemy unit to the left-most position on its row. Damage it by 1 for every card it passed.
Move an enemy unit to the other row, give it Bleeding (4). If it's the only unit on that row, damage it by 4 instead.
Witcher
Deploy: Gain 1 Armor for every damaged unit.
Adrenaline 4: When your opponent plays a unit, damage that unit by Arnaghad's power and damage Arnaghad by that unit's power.
Beast
Units in this and opposite row can't be boosted.
Witcher
Deploy: Spawn a Deafening Siren on the opposite row and damage all units on that row by 1.
Adrenaline 4: Spawn a Deafening Siren on the opposite row and damage it by 1 instead.
Location
Resilience.
Deploy: Spawn and play Bear Witcher Adept, Bear Witcher, Bear Witcher Mentor or Bear Witcher Quartermaster.
Order: Heal adjacent units by 3.
Deploy: Destroy a damaged enemy unit.
Raid
Damage an enemy unit by 2.
Spawn 3 Witcher Students on the opposite row, damage them by 1, then give them 1 Armor.
Witcher
Deploy: Damage self by 3.
Adrenaline 4: Damage self and an enemy unit by 3 instead.
Deploy: Damage self by 4.
At the end of your turn, Heal self by 1. While not damaged, gain 1 Armor instead.
Deploy: Boost self by 1 for every damaged allied unit.
Adrenaline 3: Boost self by 1 for every damaged unit instead.
Order: Damage an allied unit by 1, then Spawn a Witcher Student on this row.
Charge: 2.
Human, Mutant, Salamandra
Profit 3.
Tribute 3: Gain Veil.
Adrenaline 3: Whenever you pay a Tribute ability, boost self by that Tribute's cost.
Human, Salamandra
Profit 2.
Fee 1: Poison an allied unit and boost it by 2.
Cooldown: 1.
Human, Salamandra
Whenever a unit is Poisoned, gain 2 Coins.
Adrenaline 5: Whenever an allied unit is Poisoned, gain 2 Coins instead.
Salamandra
Profit 1.
Deploy: Poison a unit.
Tribute 9: Poison all units on the battlefield instead.
Increase the Profit by 1 for every allied Salamandra unit.
Resilience.
Deploy: Spawn and play Failed Experiment, Salamandra Abomination, Salamandra Mage or Salamandra Lackey.
Order: Move a Poison from an ally to another unit.
Human, Mutant, Salamandra
At the end of your turn, lose 1 Coin. If you have no Coins, damage self by 1 instead.
While Poisoned, disable this ability.
Beast, Mutant, Salamandra
Tribute 1: Poison self.
Whenever this unit is Poisoned, boost self by 2.
Adrenaline 4: At the end of your turn, Purify self.
Human, Salamandra
At the end of your turn, if you gained at least 1 Coin this turn, boost self by 1.
Human, Salamandra
Tribute 4: Damage 3 adjacent enemy units by 2.
Adrenaline 5: Whenever you pay a Tribute ability, gain 1 Coin.
Crime, Salamandra
Pick a mutagen:

Red - Damage an enemy unit by 4.
Blue - Poison an allied unit and gain 5 Coins.
Green - Boost an allied unit by 4 and give it Veil.

If you control at least 3 Salamandra units, Profit 3.

Changes

Cards: 30
Deploy: Draw a card, then play a card.
Deploy: Draw a card, then play a card.
Witcher
Deploy (Adrenaline 4): Summon Vesemir and Lambert.
Witcher
Deploy: Summon Vesemir and Lambert from your deck to this row.
Beast, Bandit
This unit may raid the battlefield to aid you in battle.
Beast, Bandit
This unit may raid the battlefield to aid you in battle.
Witcher
Deploy (Adrenaline 4): Summon Eskel and Vesemir.
Witcher
Deploy: Summon Eskel and Vesemir from your deck to this row.
 
Deploy: Summon a random 4 provision unit from your deck to the left of this card.
After 3 turns, Summon a random 4 provision unit to the right of this card.
 
Deploy: Summon a random unit with 4 Provision Cost from your deck on both sides of this card.
Beast
Whenever you play a gold card, Summon this unit from your deck to a random allied row.
Beast
Whenever you play a gold card, Summon this unit from your deck to a random allied row.
Witcher
Deploy (Adrenaline 4): Summon Eskel and Lambert.
Witcher
Deploy: Summon Eskel and Lambert from your deck to this row.
Witcher
Deploy: Boost all your witchers on board by 1.
Adrenaline 5: Also boost your witchers in hand and deck.
Witcher
Deploy: Boost all allied Witcher units in hand, deck, and on the battlefield by 1.
Machine, Siege Engine
Barricade: At the end of every allied turn, give 1 Armor to adjacent units.
Machine
Barricade: At the end of every allied turn, give 1 Armor to adjacent units.
Scenario
Doomed.
Scenario: Progress whenever you play a unit with Deathwish.
Prologue: Spawn a Desert Banshee in this row.
Chapter 1: Spawn and play Barghest.
Chapter 2: Spawn and play Nightwraith.
Scenario
Doomed.
Scenario: Progress whenever you play a unit with Deathwish.
Prologue: Spawn a Desert Banshee in this row.
Chapter 1: Spawn and play Barghest.
Chapter 2: Spawn and play Nightwraith.
Elf, Wild Hunt, Warrior
Deploy (Melee): Draw a card, then discard a card. If the discarded card was a unit, boost self by its power.
Elf, Wild Hunt, Warrior
Deploy (Melee): Discard a Monster unit and boost self by its power, then draw a card.
Ogroid
No ability.
Ogroid
No ability.
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
If moved to the top of your deck, Summon this unit to the melee row.
Human, Soldier
If moved to the top of your deck, Summon this unit to the melee row.
Human, Mage
Deploy (Melee): Shuffle a card from the opponent's graveyard into their deck.
Deploy (Ranged): Shuffle a card from your graveyard into your deck.
Human, Mage
Deploy (Melee): Shuffle a card from the opponent's graveyard into their deck.
Deploy (Ranged): Shuffle a card from your graveyard into your deck.
Human, Mage, Agent
Assimilate.
Deploy: Create and play a bronze Disloyal unit from your starting deck.
Human, Mage, Agent
Assimilate.
Deploy: Create and play a bronze Disloyal Nilfgaard unit.
Tactic
Echo.
Damage an enemy unit by 3.
Deathblow: Spawn and play a base copy of it.
Conspiracy: Always trigger Deathblow ability.
Tactic
Echo.
Damage an enemy unit by 2.
Deathblow: Spawn and play a base copy of it.
Conspiracy: Always trigger Deathblow ability.
Human, Soldier
Deploy (Melee): Lock an enemy unit.
Human, Soldier
Deploy (Melee): Lock an enemy unit.
Human, Agent
Disloyal.
Deploy: Boost an ally by 7.
Human, Agent
Disloyal.
Deploy: Boost an ally by 6.
Machine, Siege Engine
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Tactic card.
Machine, Siege Engine
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Tactic card.
Human, Soldier
Zeal. Order: Damage an enemy unit by 1. Charge: 1.
Whenever an enemy unit gains Spying, gain 1 Charge.
Human, Soldier
Order: Damage an enemy unit by 1. Charge: 1.
Whenever an enemy unit gains Spying, gain 1 Charge.
Witcher
Deploy: Reveal the top card from your opponent's deck and Banish it.
Witcher
Deploy: Reveal the top card from your opponent's deck and Banish it.
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
Disloyal.
Deploy: Play the top 2 cards from your deck.
Human, Soldier
Disloyal.
Deploy: Play the top 2 cards from your deck.
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.
Machine, Siege Engine
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.
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.
Order: Boost an allied unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Warrior.
Order: Boost an allied unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Warrior.
Human, Warrior
Zeal. Order: Damage a unit by 1.
Cooldown: 2.
Whenever you play a Beast, reduce Cooldown by 1.
Human, Warrior
Zeal. Order: Damage a unit by 1.
Cooldown: 2.
Whenever you play a Beast, reduce Cooldown by 1.

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