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

New Content

Cards: 2
Human, Soldier, Token
Doomed.
Human, Soldier, Token
Doomed.

Changes

Cards: 80
Vampire
Deploy: Damage all units on an enemy row by 1.
Initiative: If any were destroyed, repeat this ability.
Vampire
Deploy: Damage all units on an enemy row by 1.
Initiative: If any were destroyed, repeat this ability.
Resilience.
Deploy: Play a special card from your deck.
Order: Transform a special card in your hand into a random unit of the same provision cost from the same faction.
Deploy: Play any special card from your deck.
Specter, Cursed
Deploy: Remove a unit's Armor and boost self by that amount.
Specter, Cursed
Deploy: Remove a unit's Armor and boost self by that amount.
Deploy: Draw a card of your choice, then Discard a random card.
If you have Iris in hand, choose which card to Discard instead.
Deploy: Draw a card of your choice from your deck, then Discard a random card.
Dragon
Deploy: Damage 2 enemy units by 2.
Dragon
Deploy: Damage 2 enemy units by 2.
Beast, Mage
Deploy: Spawn and Summon a base copy of a bronze unit from your hand to this row on each player's side.
Beast, Mage
Deploy: Spawn and Summon a base copy of a bronze unit from your hand to this row on each player's side.
Location
Resilience.
Deploy: Boost an allied unit by 6.
Order: Give 3 Armor to an allied unit.
 
Boost a unit by 6 and give it 3 Armor.
Order: Poison a unit.
Order: Poison a random enemy unit.
Order: Damage an enemy unit by 3 and give it Bleeding (2).
Order: Give an enemy unit Bleeding (5).
Order: Draw a card of your choice, then put a card from your hand at the bottom of your deck.
Order: Look at the top 3 cards from your deck and draw one of them, then put a card from your hand at the bottom of your deck.
Order: Boost a unit in your hand by 3 and give it 2 Armor.
Order: Boost a unit in your hand by 3.
Boost 3 adjacent units by 2 and give them 2 Armor.
Boost 3 adjacent units by 2 and give them 1 Armor.
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.
Machine, Siege Engine
Barricade: At the end of your turn, give 1 Armor to adjacent units.
Machine, Siege Engine
Barricade: At the end of every allied turn, give 1 Armor to adjacent units.
Vampire
Deploy: Give Bleeding (4) to an enemy unit.
At the end of your turn, give Bleeding (2) to a random enemy unit without Bleeding.
Devotion: Bleeding on enemy units also triggers at the end of your turn.
Vampire
Deploy: Give Bleeding (4) to an enemy unit.
At the end of your turn, give Bleeding (2) to a random enemy unit without Bleeding.
Devotion: Bleeding on enemy units also triggers at the end of your turn.
Deploy: Spawn Blood Moon on an enemy row for 2 turns. Increase the duration by 1 for every adjacent Vampire.
Order: Damage an enemy unit with Bleeding by 1.
Deathblow: Spawn an Ekimmara on this row.
Cooldown: 1
Deploy: Spawn Blood Moon on an enemy row for 1 turn. Increase the duration by 1 for every adjacent Vampire.
Order: Damage an enemy unit with Bleeding by 1.
Deathblow: Spawn an Ekimmara on this row.
Cooldown: 1
Elf, Wild Hunt
Deploy: Spawn Frost on an enemy row for 2 turns.
Dominance: Increase damage dealt by Frost by 1
Elf, Wild Hunt
Deploy: Spawn Frost on an enemy row for 2 turns.
Dominance: Increase damage dealt by Frost by 1
Relict
Deathwish: Seize a random enemy unit with 4 or less power.
Relict
Deathwish: Seize a random enemy unit with 4 or less power.
Order: Trigger Deathwish of an allied unit.
Order: Trigger a bronze allied unit's Deathwish ability.
Necrophage
Veil.
Deploy: Boost self by the total duration of row effects on the opposite side.
Whenever you apply a row effect, boost self by it's duration.
Necrophage
Deathwish: Summon this unit from the graveyard to the same row, boost it by 4, and give it Doomed.
Ogroid
Deploy: Destroy an adjacent ally unit and deal it's power as damage to an enemy.
Ogroid
Deploy (Melee): Destroy an adjacent allied unit and damage an enemy unit by its power.
Relict
Deathwish: At the end of your turn, if there is another Succubus in your graveyard, Summon self from your graveyard to a random row and gain Doomed.
Adrenaline 3: Don't gain Doomed.
Beast
Deathwish: At the end of your turn, if there is another Succubus in your graveyard, Summon self from your graveyard to a random row and gain Doomed.
Adrenaline 3: Don't gain Doomed.
Plant
Deathwish: Summon all copies of this unit from your deck to this row.
Plant
Deploy: Damage a random enemy unit by 2.
Deathwish: Repeat the Deploy ability.
Necrophage
Deathwish: Spawn Fog on the opposite row for 3 turns.
Necrophage
Deathwish: Summon all copies of this unit from your deck to this row.
Order: Boost an allied unit by 2. Charges: 3.
Once all Charges are used up, move a Soldier from your deck to the top.
Whenever you play a Soldier, give it 1 Armor for each adjacent Soldier.

This ability adds 16 provisions to your deck's provisions limit.
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: Spawn and play Morvran Voorhis.

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.
Leader
Order: Disable opponent's leader ability for the duration of this round. If your opponent's leader has no Charges left or is on Cooldown, Spawn 2 Operatives on your Melee row instead.

This ability adds 14 provisions to your deck's provisions limit.
Leader
Order: Disable opponent's leader ability for the duration of this round. If your opponent's leader has no Charges left or is on Cooldown, Spawn 2 Operatives on your Melee row instead.

This ability adds 13 provisions to your deck's provisions limit.
Scenario
Doomed.
Scenario: Progress whenever you play an Aristocrat on your side of the battlefield.
Prologue: Spawn a Thirsty Dame in this row.
Chapter 1: Spawn and play Fangs of the Empire.
Chapter 2: Spawn and play Fangs of the Empire.
Scenario
Doomed.
Scenario: Progress whenever you play an Aristocrat.
Prologue: Spawn a Thirsty Dame in this row.
Chapter 1: Spawn and play Fangs of the Empire.
Chapter 2: Spawn and play Fangs of the Empire.
Human, Soldier, Knight
Order (Melee): Re-enable your Leader's ability.
Human, Soldier, Knight
Order (Melee): Re-enable your Leader's ability.
Human, Aristocrat
Zeal.
Deploy: Draw a card, then move a card from your hand to the bottom of your deck.
Whenever your opponent plays a unit, give it Spying.
Order: Seize a 1-power enemy unit with Spying.
Devotion: At the end of your turn, refresh this card's Order.
Human, Aristocrat
Deploy: Draw a card, then move a card from your hand to the bottom of your deck.
Whenever your opponent plays a unit, give it Spying.
Devotion: At the end of your turn, Seize a random 1-power Spying unit.
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 and give it Doomed.
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.
Human, Soldier
Deploy: Trigger the Deploy abilities of adjacent bronze Soldiers.
Human, Soldier
Deploy: Trigger the Deploy abilities of adjacent bronze Soldiers.
Human, Soldier
Deploy: Boost an allied Soldier and all copies of it by 2.
Human, Soldier
Deploy: Boost an allied Soldier and all copies of it by 2.
Human, Soldier, Token
Doomed.
Deploy: Draw up to 3 cards, then put the same number of cards on top of your deck.
Human, Soldier, Token
Doomed.
Deploy: Draw up to 3 cards, then put the same number of cards on top of your deck.
Human, Soldier
Deploy: If you control an artifact, boost self by 3.
Deploy: If you control an artifact, boost self by 3.
Human, Knight
Deploy: Damage an enemy unit by 2. If it has at least 6 power, damage it by 4 instead.
Human, Knight
Deploy: Damage an enemy unit by 2. If it has at least 6 power, damage it by 4 instead.
Order: Draw a Northern Realms card of your choice, then shuffle a card from your hand back into the deck and Spawn a Volunteer in your Melee row.
Charges: 2

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 16 provisions to your deck's provisions limit.
Leader
Order: Boost an allied Northern Realms unit by 2 and give it Zeal. Charge: 3

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Boost an allied Northern Realms unit by 1 and give it Zeal. Charge: 3

This ability adds 15 provisions to your deck's provisions limit.
Human, Soldier
The first time a bronze unit on your side of the battlefield is boosted each turn, Spawn a base copy of it at the bottom of your deck.
Devotion: Also boost the Spawned copy by 1.
At the end of your turn, boost the unit to the right by 1.
Human
The first time a bronze unit on your side of the battlefield is boosted each turn, Spawn a base copy of it at the bottom of your deck.
Devotion: Also boost the Spawned copy by 1.
Human, Soldier
Inspired: At the end of your turn, lower the Counter by 1.
Counter: 3
When the Counter reaches 0, boost all allied units by 1 and reset the Counter.
Whenever this unit receives a boost, gain 1 Armor.
Human
Inspired: At the end of your turn, lower the Counter by 1.
Counter: 3
When the Counter reaches 0, boost all allied units by 1.
Human, Soldier
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a card with Orders.
Human, Soldier
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a card with Orders.
Machine, Siege Engine
Deploy: Gain Vitality for 4 turns.
Crew: Boost self by 4 instead.
Machine, Siege Engine
Deploy: Gain Vitality for 3 turns.
Crew: Boost self by 3 instead.
Human, Soldier
Deploy: Spawn Left Fucking Flank and Right Fucking Flank on both sides of this unit.
Bonded: Boost self by 3.
Human, Soldier
Deploy: Boost self by 4.
Leader
Order: Boost 5 units in your hand by 1.
Charges: 2.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Boost all units in your hand by 1.

This ability adds 16 provisions to your deck's provisions limit.
Treant
Deploy: Damage an enemy unit by the number of cards to the left of Great Oak, then boost self by the number of cards to the right of Great Oak.
Treant
Deploy: Damage an enemy unit by the number of cards to the left of Great Oak, then boost self by the number of cards to the right of Great Oak.
Dwarf
Zeal.
Order: Transform 1 allied Rowdy Dwarf into a Dwarf Berserker.
Charges: 2.
Dwarf
Deploy: Transform 2 allied Rowdy Dwarves into Dwarf Berserkers.
Order: Spawn and play Scoia'tael Neophyte.
Order: Spawn and play Scoia'tael Neophyte.
Deploy: Boost self by 1 for each Elf in your hand.
Deploy: Boost self by 1 for each Elf in your hand.
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 (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: Spawn a base copy of this unit on the other row.
Order: Transform an allied Elf into Elven Deadeye.
Deploy: Spawn and Summon a base copy of this unit to the other allied row.
Order: Split 3 damage randomly between all enemy units, ignoring their Armor.
Charges: 3

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.
Human, Warrior
Veteran.
Deploy, Bloodthirst 3: Draw a card, then Discard a card.
Whenever you Discard a Skellige unit during your turn, Summon it from your graveyard to this row.
Counter: 2.
Devotion: Also works whenever a Skellige unit enters your graveyard during your turn.
Human, Warrior
Veteran.
Deploy, Bloodthirst 2: Draw a card, then Discard a card.
Whenever you Discard a Skellige unit during your turn, Summon it from your graveyard to this row.
Counter: 2.
Devotion: Also works whenever a Skellige unit enters your graveyard during your turn.
Human, Pirate
Deploy: Give 2 Armor to 3 Pirates or Ships in your hand.
Order: Damage a unit by 1.
Cooldown: 2
Whenever you play a Pirate or Ship next to Crach, damage it and the lowest power enemy unit by each others power.
Human, Pirate
Deploy: Give 2 Armor to 3 Pirates or Ships in your hand.
Whenever you play a Pirate or Ship next to Crach, damage it and the lowest power enemy unit by each others power.
Location
Resilience.
Deploy: Spawn a Svalblod Fanatic on both sides of this card.
Order: Damage adjacent units by 2.
Deploy: Spawn a Svalblod Fanatic on both sides of this card.
Order: Damage adjacent units by 2.
Beast
Units in this and opposite row can't be boosted.
Berserk 7: Affects only the opposite row.
Beast
Units in this and the opposite row can't be boosted.
Human, Mage
Zeal.
Order: Discard a card, then draw a card.
Whenever you Discard a 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.
Deploy: Spawn 3 of Harald's Pals and Summon them to your other allied row.
Order: Damage an allied unit by 1.
Cooldown: 1.
Deploy: Spawn 3 of Harald's Pals and Summon them to your other allied row.
Order: Damage an allied unit by 1.
Cooldown: 1.
Order: Draw a card, then Discard a card and Spawn 2 Crows in your Melee row.
Order: Draw a card, then Discard a card and Spawn a Crow in your Melee row.
Zeal.
Order: Damage an allied unit by 1, then Spawn a Witcher Student on this row.
Charges: 2.
Order: Damage an allied unit by 1, then Spawn a Witcher Student on this row.
Charge: 2.
Raid
Damage an enemy unit by 2.
Spawn 3 Witcher Students on the opposite row, damage them by 1, then give them 1 Armor.
Raid
Damage an enemy unit by 2.
Spawn 3 Witcher Students on the opposite row, damage them by 1, then give them 1 Armor.
Human, Pirate
Deploy: Damage an enemy unit by 2.
Exposed: Damage a random enemy unit by 2.
Human, Pirate
Deploy: Damage an enemy unit by 2.
Exposed: Damage a random enemy unit by 2.
Human, Pirate
Deploy: Damage a unit by 2.
If it's an ally, boost self by 4.
Human, Pirate
Deploy: Damage a unit by 2.
If it's an ally, boost self by 4.
Leader
Order: Spawn a Sea Jackal on an allied row.
Charges: 2.

This ability adds 15 provisions to your deck's provisions limit.
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.
Dwarf, Crownsplitters
Intimidate.
Deploy: Spawn and play Shakedown.
Increase this card's Intimidate by 1 for every adjacent Crownsplitter.
Fee 4: Spawn a Cleaver's Muscle on this row.
Dwarf, Crownsplitters
Intimidate.
Deploy: Spawn and play Shakedown.
Increase this card's Intimidate by 1 for every adjacent Crownsplitter.
Fee 4: Spawn a Cleaver's Muscle on this row.
Human, Salamandra
Deploy: Put a Bounty on an enemy unit and damage it by 4.
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.
Human, Firesworn, Cleric
Profit 4.
Fee 2: Spawn a Firesworn Zealot in this row.
Human, Firesworn, Cleric
Profit 4.
Fee 2: Spawn a Firesworn Zealot in this row.
Human, Cutups
Insanity.
Deploy: Damage a boosted enemy unit by 6. Gain a Coin for every point of excess damage dealt.
Devotion: Damage an enemy unit instead.
Fee 3: Destroy an enemy unit with 3 power or less.
Human, Cutups
Deploy: Damage a boosted enemy unit by 6. Gain a Coin for every point of excess damage dealt.
Devotion: Also gain Insanity.
Fee 3: Destroy an enemy unit with 3 power or less.
Firesworn
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 allied Firesworn units by 1.
Beast, Cutups
Deploy: Damage an enemy unit by 3.
Deathblow: Gain 3 Coins.
Beast, Cutups
Deploy: Damage an enemy unit by 3.
Deathblow: Gain 3 Coins.
Crime, Firesworn
Damage 3 adjacent enemy units by 2.
Deathblow: For every enemy unit destroyed, Spawn a Firesworn Zealot on the opposite row.
Crime, Firesworn
Damage 3 adjacent enemy units by 2.
Deathblow: For every enemy unit destroyed, Spawn a Firesworn Zealot on the opposite row.
Deploy: Damage an enemy unit by 2.
If Horst Borsodi is in your graveyard, damage an enemy unit by 4 instead.
Fee 1: Give an enemy unit Bleeding 1.
Deploy: Damage an enemy unit by 2.
If Horst Borsodi is in your graveyard, damage an enemy unit by 4 instead.
Human, Mutant, Salamandra
Insanity.
Fee 2: Gain 2 Armor.
Exposed: Destroy self.
Human, Mutant, Salamandra
Insanity.
Fee 2: Gain 2 Armor.
Exposed: Destroy self.
Deploy: Gain 3 Coins.
If Ewald Borsodi is in your graveyard, gain 6 Coins instead.
Fee 1: Give an allied unit Vitality 1.
Deploy: Gain 3 Coin.
If Ewald Borsodi is in your graveyard, gain 6 Coin instead.
Halfling, Agent, Blindeyes
Whenever opponent plays a unit while Rico is in your hand or deck, set his power equal to that unit's power.
Halfling, Agent, Blindeyes
Whenever opponent plays a unit while Rico is in your hand, set his power equal to that unit's power.
Order: Gain 5 Coins.
Order: Gain 4 Coins.
Halfling, Crownsplitters
Deploy: Boost self by 1 for each Crime in your hand.
Halfling, Crownsplitters
Intimidate.
Deploy: Boost self by 1 for each Crime in your hand.
Human, Firesworn, Cleric
Deploy: Boost adjacent units by 1.
Tribute 4: Boost all units in this row by 1 instead.
Decrease this card's Tribute cost by 1 for every allied Cleric.
Human, Firesworn, Cleric
Deploy: Boost adjacent units by 1.
Tribute 4: Boost all units in this row by 1 instead.
Human, Mage, Salamandra
Tribute 4: Damage 3 adjacent enemy units by 2.
Whenever you pay a Tribute ability, gain 1 Coins.
Adrenaline 5: Gain 2 Coins instead.
Human, Salamandra
Tribute 4: Damage 3 adjacent enemy units by 2.
Whenever you pay a Tribute ability, gain 1 Coins.
Adrenaline 5: Gain 2 Coins instead.
Zeal.
Order: Poison an allied unit and boost it by 2.
Deploy: Give an allied unit Poison and boost it by 2.