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: 27
Deploy: Pick a bronze allied unit. After 2 turns, Spawn its base copy on the right of Megascope.
Reset an allied unit's power. If it's a bronze unit, replay it instead.
Relict
Sabbath: At the end of round, give Resilience to the highest base power unit on your side of the battlefield.
Whenever this unit is damaged, reduce its base power by 1.
Sabbath: Cancel the ability above.
Whenever you play a Relict, increase this unit's base power by 1.
Relict
Deploy: Increase this unit's base power by 2 for each adjacent Relict.
Sabbath: At the end of your turn, boost self by 2.
Human, Mage, Agent
Deploy: Look at the top 3 units in your deck. Move 1 to your graveyard, then destroy an enemy unit with power equal to that unit's power
Order: Set the power of a unit to match the number of cards in your deck.
Banish a card from your deck, then boost an allied unit by that card's provision cost. If the Banished card was a bronze, Banish another bronze card from your deck and boost the same unit by that card's provision cost.
Human, Mage, Agent
Deploy: Move a card in your deck to the top of it. If it was a Mage, Spawn The Guardian in this row.
If it was a special card, Spawn and play a Cow Carcass.
Human, Mage, Agent
Deploy: Damage an enemy unit by 2.
If moved to the top of your deck during your turn, Summon self to a random allied row and damage a random enemy unit by 2.
Human, Mage
Zeal. Patience.
Order: Create and play a [4] provision Spell.
Human, Mage
Zeal. Patience.
Order: Draw [1] card(s), then shuffle back [1] card(s).
Whenever you draw a unit, boost it by 1. If it's not a unit, boost self by 1 instead.
Boost an allied unit by 5. If it's bronze, reset its Order ability and give it Zeal.
Human, Mage
Patience.
Order (Melee): Damage an enemy unit by [0].
Veil.
Whenever you play a special card, remove one Counter.
Counter: 3.
When Counter reaches 0, Spawn and play a Doomed copy of the last special card you played.
Elf
Deploy: Move 2 cards from your hand to the bottom of your deck. Add Waylay to your hand for each card moved that way.
Whenever you play Waylay, Spawn an Elven Deadeye on this row.
Order: Create and play a bronze Scoia'tael special card with a provision cost equal to or lower than this card's power.
Veil.
When you play a special card, Spawn a base copy of self on this row and remove a Counter.
Counter: 1.
Human, Cultist, Druid
Deploy: Spawn and play Tears of Siren.
Order: Replace Rain on an enemy row with Storm of the same duration.
Human, Cultist, Druid
Deploy: Play an Alchemy from your graveyard with provision cost 4 or less. Increase the cost by the total duration of Rain and Storm on your opponent's side.
Human, Cultist, Druid
Order: Spawn Rain for 2 turns on an enemy row.
At the end of your turn, if there is Rain on the opposite row, boost the unit to the right by 1. If there is Storm on the opposite row, boost adjacent units by 1 instead.
Alchemy
Spawn Rain on an enemy row for 2 turns, then Spawn a Deafening Siren on the opposite row.
Human, Witch Hunter
Deploy: Spawn 3 Syndicate Crowns.
At the end of your turn, if no enemy unit has a Bounty, place a Bounty on the highest-power enemy unit.
Human, Witch Hunter
Intimidate.
Deploy: Place a Bounty on an enemy unit. If there already was an enemy unit with a Bounty, gain Coins equal to its base power.
Crime
Place a Bounty on an enemy unit and damage it by 3. If it already has a Bounty, double the damage.
Human, Witch Hunter
Whenever a Bounty is placed on an enemy unit, damage it by 2.
Doomed. Zeal.
Order: Gain 1 Coin and Banish self.

Changes

Cards: 59
Lock an enemy unit with 5 or less power and Seize it.
Lock an enemy unit with 5 or less power and Seize it.
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.
Elf, Mage
Deploy (Ranged): Play an artifact from your deck.
Elf, Mage
Deploy (Ranged): Play an artifact from your deck.
Deploy: Spawn 2 Cows to the right, then Spawn 2 Cows to the left of this unit.
Order: Spawn a Cow.
Cooldown: 3.
Deploy (Melee): Spawn 2 Cows to the right, then Spawn 2 Cows to the left of this unit.
Boost 5 adjacent units by 2.
Boost 5 adjacent units by 2.
Human, Bandit
Every allied turn, on turn end, boost the lowest unit in your hand by 1.
Every allied turn, on turn end, boost the lowest unit in your hand by 1.
Damage 5 enemy units by 2.
Damage 5 enemy units by 2.
Human, Mage
Deploy (Melee): Increase all row effect durations by 1.
Deploy (Ranged): Decrease all row effect durations by 1.
If you control Scepter of Storms, increase or decrease durations by 3 instead.
Human, Mage
Deploy (Melee): Increase all row effect durations by 1.
Deploy (Ranged): Decrease all row effect durations by 1.
Deploy: Spawn and play Biting Frost, Impenetrable Fog, or Torrential Rain.
Deploy: Spawn and play Biting Frost, Impenetrable Fog, or Torrential Rain.
Spawn Frost on an enemy row for 3 turns.
Spawn Frost on an enemy row for 3 turns.
Spawn Fog on an enemy row for 3 turns.
Spawn Fog on an enemy row for 3 turns.
Spawn Rain on an enemy row for 3 turns.
Spawn Rain on an enemy row for 3 turns.
Order: Spawn a Gernichora's Fruit on an allied row.
At the start of your turn, reset this ability if you do not control any Fruits.

This ability adds 12 provisions to your deck's provisions limit.
Order: Spawn a Gernichora's Fruit on an allied row.
At the start of your turn, reset this ability if you do not control any Fruits.

This ability adds 11 provisions to your deck's provisions limit.
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
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
Immunity.
Deploy: Consume 3 allied units.
Insectoid
Zeal.
Order: Consume an allied unit.
Charge: 3.
Relict, Crone
Zeal.
Order: Consume an allied unit.
Charge: 1.
Increase the number of Charges by 1 whenever you play a Crone.
Relict, Crone
Deploy: Consume 1 allied unit(s).
Increase the number of targets by 1 whenever you play a Crone.
Specter
Thrive.
Deathwish: Summon a random 7-cost unit from your deck to this row.
Specter
Thrive.
Deathwish: Summon a random 7-cost unit from your deck to a random allied row.
Relict, Crone
Deploy: Boost an allied unit by 2. Increase this boost by 2 whenever you play a Crone.
Relict, Crone
Deploy: Boost an allied unit by 2.
Increase this boost by 2 whenever you play a Crone.
Relict, Crone
Deploy: Damage an enemy unit by 2. Increase this damage by 2 whenever you play a Crone.
Relict, Crone
Deploy: Damage an enemy unit by 2.
Increase this damage by 2 whenever you play a Crone.
Insectoid
Thrive.
Deploy: Spawn a base copy of this unit and Summon it to this row.
Insectoid
Thrive.
Deploy: Spawn a base copy of this unit and Summon it to this row.
Necrophage
Deploy (Melee): Consume a bronze unit in your graveyard.
Necrophage
Deploy (Melee): Consume a bronze unit in your graveyard.
Leader
Order: Lock an enemy unit, then Spawn its base copy in the opposite row and boost it by the number of enemy units with a status on the Locked unit's row.

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 15 provisions to your deck's provision limit.
Human, Aristocrat
Deploy (Ranged): Replace your leader ability with a base copy of your opponent's leader ability.
Human, Aristocrat
Deploy: Replace your leader ability with a base copy of your opponent's leader ability.
Human, Mage
Deploy: Damage an enemy unit by 2. Increase the number of targets by 1 for each adjacent Mage or Construct.
Human, Mage
Deploy: Damage an enemy unit by 2. Increase the number of targets by 1 for each adjacent Mage.
Human, Soldier
At turn end, boost self by 1 if this is the only card on the row.
Bonded: At the end of your turn, boost self by 1 instead.
Human, Soldier
Every allied turn, on turn end, boost self by 1 if this is the only card on this row.
At the end of your turn, boost self by 1 if your opponent has more cards in the deck than you.
At the end of your turn, boost self by 1 if your opponent has more cards in the deck than you.
Leader
Order: Reduce the Cooldown of 3 adjacent Northern Realms units by 1 and Spawn a Volunteer on their row.
Charge: 3.

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Give 1 Charge to an allied unit. Cooldown: 2.

This ability adds 17 provisions to your deck's provisions limit.
Beast, Siege Engine
Order: Damage adjacent units by 4, then boost self by 4 for each unit damaged.
Crew: Boost self by 8 instead.
Cooldown: 6
Beast, Siege Engine
Order: Damage adjacent units by 4, then boost self by 4 for each unit damaged.
Crew: Boost self by 8 instead.
Human
Zeal.
Order: Summon a bronze Human unit from your graveyard and give it Doomed.
Cooldown: 7.
Human
Formation.
Order: Give an allied unit Vitality for 1 turn and 1 Armor. Charge: 1
Inspired: Give an allied unit Vitality for 2 turns and 1 Armor instead.
Human, Agent
Order: Boost a unit in your deck by 2.
Cooldown: 2.
Inspired: At the end of your turn, boost the top unit in your deck by 1.
Human, Agent
Ranged: Whenever an allied unit gains Charges, boost it by 1 for each Charge gained.
Human
Zeal.
Order (Ranged): Boost a unit by 1.
Charge: 4.
Human
Zeal.
Order (Ranged): Boost a unit by 1.
Charge: 4.
Human, Agent
Zeal.
Order: Heal an allied unit by 4 and reset its Cooldown.
Inspired: Boost an allied unit by 4 and reset its Cooldown instead.
Human, Agent
Formation.
Order: Give a unit 1 Charge.
Cooldown: 1.
Inspired: Give a unit 2 Charges instead.
Machine, Siege Engine
Zeal.
Order: Damage an enemy unit by 2 and units adjacent to it by 1.
Cooldown: 4.
Crew: Set Cooldown to 2.
Machine, Siege Engine
Zeal.
Order (Melee): Damage a unit by 1.
Charge: 1.
Crew: Damage a unit by 2 instead.
Vampire
Whenever you use an Order ability while this card is in your deck, remove a counter from it. When counter reaches 0, Summon this card from your deck to your Ranged row.
Counter: 10.
Vampire
Zeal.
Order: Give an enemy unit Bleeding for 2 turns.
Charge: 1.
Human, Agent
Formation.
Order: If neither player has passed and your opponent's hand is not full, both players draw a card.
Human, Agent
Formation.
Order: Give 3 Charges to an allied unit.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Order: Give an allied unit Zeal.
Cooldown: 3.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Order: Give an allied unit Zeal.
Human, Mage
Deploy: Damage an enemy unit by 2.
Order: Damage an enemy unit by 2.
Human, Mage
Deploy: Damage an enemy unit by 2.
Order: Damage an enemy unit by 2.
Spell
Create and play a bronze Northern Realm Mage and give it a Shield.
Spell
Give an allied unit a Shield, then give it Vitality for 4 turns.
Machine, Siege Engine
Deploy, Crew: Gain Zeal.
Order (Melee): Move self to the Ranged row.
Order (Ranged): Move self to the Melee row, then damage the highest enemy unit by 3.
Cooldown: 2.
Machine, Siege Engine
Deploy, Crew: Gain Zeal.
Order (Ranged): Move self to the Melee row, then damage highest enemy unit by 3.
Human, Mage
Order: Damage a unit by 1. Charge: 1.
Gain 1 Charge whenever you play a Mage or a Spell.
Human, Mage
Order: Damage a unit by 1.
Charge: 1.
Gain 1 Charge whenever you play a Mage.
Specter, Mage, Cursed
Zeal. Order: Destroy a unit's Shield then boost self by 2.
Cooldown: 2.
Specter, Mage, Cursed
Zeal. Order: Destroy a unit's Shield then boost self by 2.
Charge: 1.
Machine, Siege Engine
Formation. Order: Damage a unit by 1. Cooldown: 1.
Resupply: Reduce the Cooldown by 1.
Machine, Siege Engine
Formation.
Order: Damage a unit by 1.
Charge: 1.
Resupply: Gain 1 Charge.
Human, Mage
Whenever an allied unit's Patience is triggered, boost self by 1.
Human, Mage
Deploy: Gain Zeal if you control a Mage.
Order (Ranged): Give 1 Charge to an allied unit.
Cooldown: 1
Warfare
Split 4 damage randomly between all enemy units. Increase the damage by 1 for each Siege Engine you control.
Warfare
Split 4 damage randomly between all enemy units. Increase the damage by 1 for each Siege Engine you control.
Human, Agent
Formation.
Order: Look at 3 random cards from your deck and move 1 to the top.
Cooldown: 2.
Human, Agent
Formation.
Order: Give 2 Charges to an allied unit.
Human, Soldier
Deploy (Melee): Reduce Cooldown of an allied unit by 1.
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.
Warfare
Boost an allied unit by 5 and reduce its Cooldown by 3.
Warfare
Boost an allied unit by 3 and give it 2 Charges.
Elf, Mage
Remove a Counter whenever you play a Special card.
Counter: 3.
When Counter reaches 0, boost self by 6.
Elf, Mage
Whenever you play a special card, boost self by 2.
Elf, Mage
Deploy (Ranged): Reveal a random card from your deck. If it's a special card, boost self by 3.
Elf
Deploy (Ranged): Reveal a random card from your deck. If it's a special card, boost self by 2.
Order: Spawn Rain on an enemy row for 2 turns and a Deafening Siren on the opposite row. Charge: 2.

This ability adds 14 provisions to your deck's provisions limit.
Order: Spawn Rain on an enemy row for 2 turns and a Deafening Siren on the opposite row. Charge: 2.

This ability adds 13 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 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.
Machine, Ship
At the end of your turn, if Armored Drakkar has no Armor, gain 2 Armor.
Exposed: Boost self by 1.
Bloodthirst 2: Boost self by 2 instead.
Machine, Ship
At the end of your turn, if Armored Drakkar has no Armor, gain 2 Armor.
Exposed: Boost self by 1.
Bloodthirst 2: Boost self by 2 instead.
Alchemy
Damage a unit by 3, then boost it by 9.
Alchemy
Damage a unit by 3, then boost it by 9.
Beast, Cultist, Token
Doomed.
Beast, Token
Doomed.
Leader
Order: Gain 9 Coins, then boost an allied unit by any excess amount gained.
Whenever an allied unit gives you Coins, boost it by any excess amount gained.

This ability adds 16 provisions to your deck's provisions limit.
Leader
Order: Gain 9 Coins, then boost an allied unit by any excess amount gained.

This ability adds 16 provisions to your deck's provisions limit.
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 4.
Tribute 3: Ignore a target's Armor.
Human, Cultist, Pirate, Tidecloaks
Deploy: Move an enemy unit to the other row and give it Bleeding (2).
Increase Bleeding by 1 for each adjacent Pirate.
Human, Pirate, Tidecloaks
Deploy: Move an enemy unit to the other row and give it Bleeding (2).
Increase Bleeding by 1 for each adjacent Pirate.
Human, Agent, Blindeyes
Deploy (Melee): Look at the top 3 cards from your opponent's deck and move one to the top.
Deploy (Ranged): Look at the top 3 cards from your deck and move one to the top.
Human, Agent, Blindeyes
Deploy (Melee): Look at the top 3 cards from your opponent's deck and move one to the top.
Deploy (Ranged): Look at the top 3 cards from your deck and move one to the top.
Human, Blindeyes
Hoard 4: At the end of your turn, boost self by 1.
Human, Blindeyes
Hoard 4: At the end of your turn, boost self by 1.