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: 28
Transform an artifact into an Elder Bear. If it's on your side of the battlefield, boost it by 4.
Human, Mage
Deploy (Melee): Set an allied Scenario to the final chapter.
Deploy (Ranged): Refresh the Order of an allied Location.
Sabbath: At the end of your turn, Spawn Gernichora's Fruit on both sides of this unit and transform self into Gernichora.
Relict
At the end of your turn, transform self into Bloody Mistress.
Sabbath: At the end of your turn, boost self by 1 for each allied Gernichora's Fruit instead.
Relict
Zeal.
Order: Banish a bronze unit from your graveyard and boost self by its power, then Summon a copy of it from your deck to this row.
Sabbath: Play the copy instead.
Relict
Order: Halve this unit's base power, then Spawn a copy with the same base power on this row.
Whenever you play a Relict, increase this unit's base power by 1.
Organic
Banish a bronze unit from your opponent's graveyard, then boost an allied unit by its power.
If you control Bloody Mistress or Gernichora, you may target gold units.
Human, Mage
Assimilate. Deploy: Spawn and play a copy of any non-Disloyal unit you gave Spying to during this game, excluding self.
Human, Mage
Deploy: Play a special card from your hand, then draw a card.
Whenever you play a special card, give Spying to a random non-Spying enemy unit.
Human, Mage, Agent
Order: Seize a bronze enemy unit, then move self to the opposite row.
Cooldown: 2
Human, Mage, Agent
Deploy: Give an enemy unit Spying.
Order, Conspiracy: Damage an enemy unit by 1.
Whenever an enemy unit gains Spying, reduce this unit's Cooldown by 1.
Cooldown: 2
Human, Mage
Deploy: At the end of this turn, reset the Order of all allied Mages that used their Order during this turn.
Human, Mage
Patience.
Order (Ranged): At the end of this turn, Patience value of all allied units is increased by [1] instead.
Human, Mage
Patience.
Order (Ranged): Boost an allied unit by [0].
Shuffle an allied bronze mage to your deck and play a random bronze mage from your deck. Boost the unit you played by 0.
Increase the boost by 1 for each unit with Patience you played this game.
Deploy: Play all copies of a bronze special card from your deck.
Boost an allied unit by 6. At the end of your turn, if this card is in your graveyard, transform self into Saov Ainmhi'dh: Unity.
While in your graveyard, remove a Counter whenever you play a special card. When the Counter reaches 0, Summon self from your graveyard to your Ranged row.
Counter: 3
Boost an allied unit by 2 and give it Vitality (2).
While in your graveyard, remove the Counter by 1 whenever you play a special card. When the Counter reaches 0, play this card and give it Doomed.
Counter: 3
Elf, Mage
When you target this unit with a bronze special card, Spawn and play a copy of that special card.
Counter: 1.
Beast
Veil.
Order: Spawn Rain on an enemy row for 2 turns then damage self by 2.
At the end of your turn damage adjacent units by 1, then gain 1 base power for every unit damaged. If any unit damaged was a Cultist, refresh Melusine's Order.
Damage all units on the battlefield by 1, then Spawn a Deafening Siren on a random allied row and boost it by the number of allied targets.
Human, Cultist, Druid
Deploy: Heal an allied unit by 2.
The first time you Heal an allied unit during your turn, Spawn a Deafening Siren on this row.
Human, Cultist, Druid
Deploy: Damage self by 4.
Berserk 6: At the end of your turn, damage the unit to the right by 1 then Heal self by 2.
Human, Witch Hunter
Deploy: Summon the top bronze unit from your opponent's deck to the opposite row, then place a Bounty on it.
Tribute 2: Choose a bronze unit to Summon instead, then place a Bounty on it.
Fee 1: Damage the enemy unit with Bounty by 1.
Human, Witch Hunter
Deploy: Damage this unit by its Tribute cost.
Tribute 9: Cancel the Deploy ability.
Whenever you place a Bounty on an enemy unit, reduce this unit's Tribute cost by 1.
Profit 5.
While in your graveyard, damage an enemy unit by 1 whenever you place a Bounty on it.
Counter: 3
Human
Deploy: If there is no Bounty on the battlefield, damage self by 3.
Whenever an enemy unit with Bounty is damaged, Heal self by 1.

Changes

Cards: 38
This card starts in the leftmost position of your hand.
At the beginning of your turn, while in hand, move self one position to the right then boost self by 1.
At the end of your turn, if you haven't passed and there are no cards to the right of this card, Summon self from your hand to a random allied row, then draw a card.
This card starts in the leftmost position of your hand.
At the beginning of your turn, while in hand, move self one position to the right then boost self by 1.
At the end of your turn, if you haven't passed and there are no cards to the right of this card, Summon self from your hand to a random allied row, then draw a card.
Deploy (Ranged): Create and play a special card from any faction.
Deploy (Ranged): Create and play a special card from any faction.
Tactic
Play a unit from your deck.
Tactic
Play a unit from your deck.
Human
Zeal.
Order: Draw up to 2 cards, then shuffle the same number of cards back to your deck.
Whenever you draw a card, boost self by 2.
Human
Zeal.
Order: Draw 2 cards, then shuffle 2 cards back to your deck.
Whenever you draw a card, boost self by 2.
Tactic
Remove 2 Armor from all units in a row and damage them by 2.
Remove 2 Armor from all units in a row and damage them by 2.
Human
Deploy (Ranged): Move any card from your deck to the top.
Human
Deploy (Ranged): Move any card from your deck to the top.
Spawn Storm on an enemy row for 2 turns.
Spawn Storm on an enemy row for 2 turns.
Organic
Damage all units on a row by 2.
Organic
Damage all units on a row by 2.
Damage an enemy unit by 3.
Deathblow: Poison adjacent enemy units.
Poison an enemy unit.
Deathblow: Damage units adjacent to it by 3.
Nature
Boost an allied unit by 4 and give it Veil.
 
Boost an allied unit by 4 and give it Veil.
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
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.
Construct, Token
Doomed.
Construct, Token
No ability.
Leader
Order: Spawn a Volunteer on an allied row, then reduce the Cooldown of Northern Realms units in that row by 1.
Charge: 3

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

This ability adds 13 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, 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, Mage
Zeal.
Order: Give Vitality to adjacent units for the duration equal to their base power.
Human, Mage
Deploy: Give adjacent units Vitality for a duration equal to each of their base powers.
Human, Mage
Zeal.
Order: Boost all allied Mages by 1.
Human, Mage
Deploy: Boost all allied Mages by 1.
Human, Mage
Zeal. Patience.
Order: Draw up to [1] card(s), then shuffle the same number of cards back to your deck.
Whenever you draw a unit card, boost it by 1, if it's not a unit, boost self by 1 instead.
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.
Human, Agent
Formation.
Order: Look at 3 random cards from your deck. You may move 1 to the top of it.
Cooldown: 2.
Human, Agent
Formation.
Order: Look at 3 random cards from your deck and move 1 to the top.
Cooldown: 2.
Veil.
Whenever you play a Special card, remove one Counter.
Counter: 3.
When Counter reaches 0, Spawn and play a copy of the last Special card you played. If it is Neutral, give it Doomed.
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.
Human
Deploy (Melee): Boost a Dryad in your hand by 2.
Deploy (Ranged): Spawn a Young Dryad in this row.
Devotion: Use both abilities.
Human
Deploy (Melee): Boost a Dryad in your hand by 2.
Deploy (Ranged): Spawn a Young Dryad in this row.
Devotion: Use both abilities.
Elf
Deploy: Move up to 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.
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.
Human, Cultist, Druid
Ranged: Whenever a unit is played, damage it by half its current power.
Human, Cultist, Druid
Ranged: Whenever a unit is played, damage it by half its current power.
Human
Deploy: Draw up to 2 cards, then Discard the same number of cards.
Human
Deploy: Draw 2 cards, then Discard 2 cards.
Human, Cultist, Warrior
Deploy: Damage an allied unit to the right by half of its current power, then damage an enemy unit by that amount.
Human, Cultist, Warrior
Deploy: Damage an allied unit to the right by half of its current power, then damage an enemy unit by that amount.
Human, Cultist, Warrior
Berserk 2: Transform into a Champion of Svalblod.
Human, Cultist, Warrior
Berserk 2: Transform into a Champion of Svalblod.
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.
Human
Deploy (Ranged): Damage self by 3, then move a card from your deck to your graveyard.
Human
Deploy (Ranged): Damage self by 3, then move a card from your deck to your graveyard.
Human
Order: Heal an allied unit by 2.
Charge: 1.
Gain 1 Charge whenever an adjacent unit takes damage.
Human
Order: Heal an allied unit by 2.
Charge: 1.
Gain 1 Charge whenever an adjacent unit takes damage.
Alchemy
Split 6 damage randomly between all units on an enemy row.
Alchemy
Split 6 damage randomly between all units on an enemy row.
Play a bronze Skellige unit from your graveyard and give it Doomed.
Play a bronze Skellige unit from your graveyard and give it Doomed.
Human, Druid
Deploy (Ranged): Heal an allied unit by 3 and boost it by 3.
Human, Druid
Deploy (Ranged): Heal an allied unit by 3 and boost it by 3.
Beast, Token
Doomed.
Beast, Token
No ability.
Leader
Order: Gain 1 Coin. Charge: 6
Whenever you play a Crime card, gain 1 Coin.

This ability adds 15 provisions to your deck's provisions limit.
Leader
Order: Gain 1 Coin. Charge: 6
Whenever you play a Crime card, gain 1 Coin.

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.
Whenever an allied unit gives you Coins, boost it by any excess amount gained.

This ability adds 13 provisions to your deck's provisions limit.
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 15 provisions to your deck's provisions limit.
Human, Agent, Blindeyes
Deploy: If you control an Agent, gain Zeal.
Order (Ranged): Draw a card, then move a card from your hand to the bottom of your deck.
Cooldown: 1.
Human, Agent, Blindeyes
Deploy: If you control an Agent, gain Zeal.
Order (Ranged): Draw a card, then move a card from your hand to the bottom of your deck.
Cooldown: 1.
Human, Salamandra
Whenever a unit gains Poison, gain 2 Coins.
Human, Salamandra
Whenever a unit gains Poison, gain 2 Coins.