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)

Changes

Cards: 53
Resilience.
Deploy: Spawn and play a Bonded unit from your starting deck.
Order: Spawn and play Golden Froth.
Resilience.
Deploy: Spawn and play a Bonded unit from your starting deck.
Order: Spawn and play Golden Froth.
Ogroid
No ability.
Ogroid
No ability.
Deathwish: Summon this unit from the graveyard to the same row.
This unit's ability is limited to 2 uses and does not refresh when it leaves the battlefield.
Deathwish: Summon this unit from the graveyard to the same row.
This unit's ability is limited to 2 uses and does not refresh when it leaves the battlefield.
Relict
Deathwish: Seize a random enemy unit with 4 or less power.
Relict
Deathwish: Seize a random enemy unit with 4 or less power.
Necrophage
Deploy (Melee): Consume a unit from your opponent's graveyard.
Deploy (Ranged): Consume a unit from your graveyard.
Necrophage
Deploy (Melee): Consume a unit from your opponent's graveyard.
Deploy (Ranged): Consume a unit from your graveyard.
Beast, Cursed
Deploy (Melee): Consume a unit with 4 or less power.
Beast, Cursed
Deploy (Melee): Consume a unit with 3 or less power.
Ogroid
Deathwish: Your opponent Summons the highest unit from their deck on the opposite row.
Ogroid
Deathwish: Your opponent Summons the highest unit from their deck on the opposite row.
Insectoid
Deploy: Consume an allied unit and gain its Armor.
Barricade: At the end of your turn, damage self by 1, then Spawn a Drone in this row.
Insectoid
Deploy: Consume an allied unit and gain its Armor.
Barricade: At the end of your turn, damage self by 1, then Spawn a Drone in this row.
Ogroid
Thrive 2.
Ogroid
Thrive 2.
Necrophage
Thrive.
Deploy: Move an enemy unit to the other row and damage it by 2.
Necrophage
Thrive.
Deploy: Move an enemy unit to the other row and damage it by 2.
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 3.
Deathblow: Spawn and play a base copy of it.
Conspiracy: Always trigger Deathblow ability.
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 and Spying, then Summon it to your opponent's random row.
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 a random opponent's row.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Barricade: Damage a random enemy unit by 1 whenever you play a Soldier.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Barricade: Damage a random enemy unit by 1 whenever you play a Soldier.
Human
Deploy (Ranged): Swap the power of 2 allied units.
Human
Deploy (Ranged): Swap the power of 2 allied units.
Human, Mage, Soldier
Deploy: Spawn a base copy of a bronze unit from your opponent's graveyard on the right of this card and set its power to 1.
Bonded: Don't set its power to 1.
Human, Mage, Soldier
Deploy: Spawn a base copy of a bronze unit from your opponent's graveyard on the right of this card and set its power to 1.
Bonded: Don't set its power to 1.
Human, Mage, Agent
Disloyal.
Deploy: Damage adjacent units by 3.
Deathblow: Move self to the opposite row and remove Spying.
Human, Mage, Agent
Disloyal.
Deploy: Damage adjacent units by 3.
Tactic
Boost a unit by 5.
If it's a Soldier, Heal it first.
Alchemy
Boost a unit by 4.
If it's a Soldier, Heal it first.
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, Knight
Formation.
Order: Boost adjacent units by 1.
Whenever you play a unit boost it by 1.
Human, Soldier, Knight
Deploy: Boost adjacent units by 1.
Whenever you play a unit boost it by 1.
Human, Knight
Shield. Resilience.
Human, Knight
Shield. Resilience.
Human, Soldier, Knight
Deploy: Gain Charges equal to the amount of boosted allied units.
Order: Damage an enemy unit by 1.
Charge: 1.
Human, Soldier, Knight
Deploy: Gain Charges equal to the amount of boosted allied units.
Order: Damage an enemy unit by 1.
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: If neither player has passed and your opponent's hand is not full, both players draw a card.
Human, Knight
Shield.
Every allied turn, on turn end, boost this unit by 2 if it has a Shield.
Human, Knight
Shield.
Every allied turn, on turn end, boost this unit by 2 if it has a Shield.
Human, Mage
Whenever an allied unit's Patience is triggered, boost self by 1.
Human, Mage
Whenever an allied unit's Patience is triggered, boost self by 1.
Machine, Siege Engine
Deploy, Crew: Gain 2 Armor.
Order (Ranged): Damage an enemy unit by 2.
Cooldown: 3.
Machine, Siege Engine
Deploy, Crew: Gain 2 Armor.
Order (Ranged): Damage an enemy unit by 2.
Human, Soldier
Formation.
Order: Damage a unit by 1.
Inspired: Damage it by 3 instead.
Human, Soldier
Formation.
Order: Damage a unit by 1.
Inspired: Damage it by 3 instead.
Human, Mage
Patience.
Order: Gain Vitality for [0] turns.
Bonded: Also gain Resilience.
Human, Mage
Patience.
Order: Gain Vitality for [0] turns.
Bonded: Also gain Resilience.
Human, Soldier, Knight
Barricade (Ranged): At the end of your turn, boost self by 1.
Exposed: Move self to the Melee row, then damage the highest power enemy unit by 2.
Human, Soldier, Knight
Barricade (Ranged): At the end of your turn, boost self by 1.
Exposed: Move self to the Melee row, then damage the highest power enemy unit by 2.
Human, Soldier
Order: Boost an ally by 2.
Resupply: Boost adjacent Siege Engines by 1.
Human, Soldier
Order: Boost an ally by 2.
Resupply: Boost adjacent Siege Engines by 1.
Relict
Whenever this card is boosted in your hand, boost a random different unit in your hand by the same amount.
Devotion: This card always starts in your hand.
Relict
Whenever this card is boosted in your hand, boost a random different unit in your hand by the same amount.
Devotion: This card always starts in your hand.
Boost an allied unit by 5. At the end of your turn, if this card is in your graveyard, transform self into Saov Ainmhi'dh: Unity.
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.
Order: Create and play a bronze Scoia'tael special card with a provision cost equal to or lower than this card's power.
Order: Create and play a bronze Scoia'tael special card with a provision cost equal to or lower than this card's power.
Deploy: Damage an enemy unit by 2.
Whenever moved, damage a random enemy unit by 2.
Deploy: Damage an enemy unit by 2.
Whenever moved, damage a random enemy unit by 2.
Deploy: Damage an enemy unit by 1. If Elven Wardancer is already boosted, damage an enemy unit by 3 instead.
Deploy: Damage an enemy unit by 1. If Elven Wardancer is already boosted, damage an enemy unit by 3 instead.
Beast
Deploy: Play a Skellige unit from your graveyard with a provision cost of 10 or less and give it Doomed, then Spawn Rain on the opposite row with a duration equal to unused provisions.
Beast
Deploy: Play a Skellige unit from your graveyard with a provision cost of 10 or less and give it Doomed, then Spawn Rain on the opposite row with a duration equal to unused provisions.
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.
Machine, Ship
Deploy (Melee): Damage all damaged enemy units by 1, then damage all enemy units by 1.
Machine, Ship
Deploy (Melee): Damage all damaged enemy units by 1, then damage all enemy units by 1.
Human, Cultist
Deploy: Transform a damaged allied unit into a Bear Abomination.
Human, Cultist
Deploy: Transform a damaged allied unit into a Bear Abomination.
Human, Warrior
Berserk 5: Destroy self.
Human, Warrior
Berserk 5: Destroy self.
Human, Pirate
Deploy: If played next to a Ship, Spawn a base copy of self on this row.
Zeal. Order: Damage a unit by 1.
Human, Pirate
Deploy: If played next to a Ship, Spawn a base copy of self on this row.
Order: Damage a unit by 1.
Human, Warrior
Deploy: Give Bleeding (4) to the unit to the right, then give Bleeding (4) to an enemy unit.
Human, Warrior
Deploy: Give Bleeding (3) to the unit to the right, then give Bleeding (3) to an enemy unit.
Damage an enemy unit by 2.
Deathblow: Spawn a Bear Abomination and Summon it to a random allied row.
Damage an enemy unit by 2.
Deathblow: Spawn a Bear Abomination and Summon it to a random allied row.
Human, Cultist, Warrior
Deploy (Melee): Damage an enemy unit by 2.
Bloodthirst 2: Give it Bleeding for 2 turns.
Human, Cultist, Warrior
Deploy (Melee): Damage an enemy unit by 2.
Bloodthirst 2: Give it Bleeding for 2 turns.
Halfling, Pirate, Tidecloaks
Ranged: Whenever you gain Coins, boost self by 1 for each Coin gained.
Halfling, Pirate, Tidecloaks
Ranged: Whenever you gain Coins, boost self by 1 for each Coin gained.
Human, Firesworn, Cleric
Whenever you play a unit next to Prophet Lebioda, give it a Shield.
Human, Firesworn, Cleric
Whenever you play a unit next to Prophet Lebioda, give it a Shield.
Human, Blindeyes
Profit 2.
Fee 2: Purify a unit.
Human, Blindeyes
Profit 2.
Fee 2: Purify a unit.
Beast, Mutant, Salamandra
Deploy (Melee): Give an enemy unit Bleeding for 2 turns.
Deploy (Ranged): Poison a unit.
Beast, Mutant, Salamandra
Deploy (Melee): Give an enemy unit Bleeding for 2 turns.
Deploy (Ranged): Poison a unit.
Human, Blindeyes
Intimidate.
Tribute 1: Move a unit to the other row.
Human, Blindeyes
Intimidate.
Tribute 2: Move a unit to the other row.
Human, Witch Hunter
Profit 2.
Fee 1: Give an enemy unit Bleeding for 1 turn. If it has a Bounty, damage it by 1 instead.
Human, Witch Hunter
Profit 2.
Fee 1: Give an enemy unit Bleeding for 1 turn. If it has a Bounty, damage it by 1 instead.
Human, Blindeyes
Deploy (Melee): Heal an allied unit.
Deploy (Ranged): Boost an allied unit by 4.
Tribute 2: Combine both Deploy abilities instead.
Human, Blindeyes
Deploy (Melee): Heal an allied unit.
Deploy (Ranged): Boost an allied unit by 3.
Tribute 2: Combine both Deploy abilities instead.
Human, Cutups
Whenever you play a Crime card, damage a random enemy unit by 1.
Bonded: Increase the damage by 1.
Human, Cutups
Whenever you play a Crime card, damage a random enemy unit by 1.
Bonded: Increase the damage by 1.
Crime, Blindeyes
Destroy an allied unit or artifact, then gain 7 Coins.
Crime, Blindeyes
Destroy an allied unit or artifact, then gain 6 Coins.
Every allied turn, on turn end, if this unit is Poisoned, boost it by 2.
Every allied turn, on turn end, if this unit is Poisoned, boost it by 1.