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Genre: Role-playing (RPG), Strategy, Card & Board Game

Gwent: The Witcher Card Game

Season of Mahakam and Update 7.4 packed with new features are here!

We’ve just launched update 7.4!

With this update we start the Season of Mahakam with it’s seasonal mode and special, sturdy-as-a-dwarf, rule set:

Seasonal mode: Entrench


Whenever you play a unit, give it resilience.

Enjoy the rowdy, stubborn playstyle of Mahakam until December 8th, 10 a.m CET!

“But wait there's more!”


Additionally, update 7.4 introduces Journey 3 as well as Draft Early Access, a successor to, now retired, Arena.
Full list of changes can be found here:

New Journey - Alzur:



  • New characters: Meet Alzur & Snowdrop - the mutagen expert and creator of the Witchers with his friendly companion Bard - you can learn more about the history of this adventuring pair in weekly story updates
  • Rewards - completely new rewards themed around our protagonists to unlock in standard and premium paths, including: customisable Alzur leader, avatars, borders, titles, and more!
  • Achievements - unlock even more vanities by playing matches with your favourite outfits!
  • New type of trinket - Unleash Alzur’s power in style with the help of his Magic Focus!


New Feature - Draft Mode:


Alzur’s mastery of mutation must have exerted it’s influence, as Arena transforms into Draft Mode, now available in Early Access for all players!

  • Draft mode does not require any entry fee.
  • You start by choosing one of the three leader abilities, and a Core Card.
  • Decks are drafted in 3 card card packs, and each subsequent set of packs you will be presented with is connected to your previous choices.
  • As a finishing touch you’ll choose one of three Stratagems.
  • Play against other players with your drafted deck, for a maximum run of 7 matches. Unhappy with your deck? No problem! You can drop the run and redraft it at any time.
  • Claim victory over your opponents, and see your progress tracked on the stone circle.
  • With the closing of Arena you will receive 150 ore for all unfinished runs, as well as for each unused Mirror Shard. Unfinished contracts related to Arena will be hidden and won't affect overall contracts progression. Players who completed them earlier will be able to see them. "Refer a friend" milestone related to Arena will no longer be available.


Patch notes:



  • We’re removing iOS 12 support, to run Gwent on Apple devices iOS13 or newer version is now required.
  • Clicking on an already claimed node in Reward Book will no longer result in an audio loop.
  • XP income on the outcome screen will now animate properly.


Skellige:

  • The Blaze of Glory leader ability will now take into account a unit's current power, rather than base power, when dealing damage.
  • Warrior cards played through Cantarella or Experimental Remedy will no longer grant charges to the opponent's An Craite Blacksmith.


Nilfgaard:

  • Thirsty Dame will now be boosted by the bleeding status applied by the Blood Moon row effect.
  • Milton de Peyrac-Peyran and Palmerin de Launfal now correctly show each other in their card previews.


Monsters:

  • Yghern will now destroy itself, when its Locked status is removed while it has no Armor.

The epic GWENT Saovine Holiday Event has begun!

The Saovine special event, which begins today and will run until November 3rd, gives you the chance to earn Treasure Chests by winning matches. Each Treasure Chest contains a unique in-game gift, such as: a cardback, border, portrait, player title, or in-game resources — Ore or Meteorite Powder.

https://youtu.be/TKtzrwrKnE0

Accompanying the festivities are a number of limited-time offers available in the in-game store. You can purchase a customizable neutral leader skin for Shupe the Troll — available as part of a bundle alongside a unique avatar and player title. Moreover, the in-game store will also feature other Saovine-themed ornaments, including a Ghost leader skin for Cleaver. All items will be available until November 3rd.

Season of the Dryad is here!

The new season of the Dryad has arrived and with it the latest Update 7.2!

This includes a big overhaul of the leader abilities in the game and the regular balance changes to existing cards.

This season will last until October 1st, 10:00 a.m. CEST. 


Seasonal mode: Seesaw


On the end of the player's turn:

Damage player's odd power units by 1

Boost player's even power units by 1


Patch Notes:




Neutrals:

Developer Comment: Ciri will now let the player choose which units to target. This part of the ability is still meant to give Ciri additional value only when board state allows it and picking where those pings go will make that more reliable against Armor and similar effects.


Developer Comment: Ethereal's ability is now triggered by Order and it can get Zeal if it is played from hand. Limiting the ability in this way will make it possible to play around at all, since all Ethereals being active at all times required just one trigger to stop any interaction with the opponent unless they have a very specific counter. Since it's a pretty steep drop in power, the Provision cost was lowered.


Developer Comment: All of the leader abilities that allowed you to pick a specific card and play it as an extra in a turn have been rotated out. As the pool of cards have been growing with every expansion, so did the number of cards you could play with those abilities, leading to them dominating the game with sheer power and versatility. Every faction have been compensated with brand new Leader ability for this loss.


Monsters:

Developer Comment: As Shield can be a source of extra points, since stopping any random damage effect is extra points, the number of charges was increased to roughly match this power lost. Veil is a little harder to get value out of than Shield, but should do a better job at protecting the Boost provided by the ability.


Developer Comment: Now instead of putting all the extra power on one card, making it doubly vulnerable to removal, Force of Nature will spawn and play Woodland Spirit. While this token does not have any abilities on their own, it will trigger Thrives and start at 9 Power.


Developer Comment: This brand new ability lets the player establish first Frost on the board, or shuffle opponent's units around to take a better advantage of existing Frosts, while adding to their duration. It should work well with existing Wild Hunt cards or be a tech choice for other decks that lack ways to control their opponents, as it makes quick work of card abilities locked to specific rows.




Skellige:

Developer Comment: Sacrificial Vanguard did not play additional cards in a turn, but Discard as a mechanic strictly builds carryover so making any abilities that work with it or attaching any extra value to it ends up putting power in 2 rounds, which is why we prefer it being a thinning tool instead of something players would build their decks around, which is why the ability is rotating out of the game.


Developer Comment: In addition to playing a decent Alchemy card as an Order, Battle trance will also heal a random ally by 1 when an Alchemy is played, making picking Alchemies over cards that shrug off being damaged a viable way to build a deck.


Developer Comment: Rage of the Sea is a rather straightforward way to put wounds on enemies, using Rain to do so, while also spawning Beast tokens on player's side of the board in the form of Sirens, ensuring that all the effects that do require Beasts on board have targets.


Developer Comment: Holger Blackhand has received a 2 Damage Deploy to bump up the points you can expect from playing him, without making him very hard to remove from the board.


Developer Comment: Brokvar Hunter will now react to Beasts being played instead, because he is a hunter and hunters hunt Beasts.


Developer Comment: Greatsword has lost his ability to Boost indefinitely and will be healing back the Damage he inflicts on himself as part of the Deploy. This re-imagination of his ability sets a clear point ceiling for the card, while also creating new synergies with self wounding archetypes or cards that bypass Deploy abilities like Sigrdrifa's Rite.




Northern Realms:

Developer Comment: Mobilization remains similar in it's effect, but it no longer plays the card you target, or requires you to keep a copy in your deck, making it more versatile and easier to use. To make sure it stays close to its current power level, it is limited to Bronze Soldiers only, which still leaves players with a sizeable pool of targets and makes Cintrian Royal Guard dream a possibility.


Developer Comment: Pincer Maneuver retains a similar effect without the "play a card" component. Extra consistency for card combos and 5 point boost for the drawn card should keep it very impactful in the round it is played in.


Developer Comment: Vicious Slash did not play additional cards in a turn, but because it hardly fits with what Northern Realms as a faction wants to accomplish and does not have any existing synergies, it will also be rotating out.


Developer Comment: For a while we thought that the previous version of Carapace would find a better home in Northern Realms, as protecting their engines and existing Shield synergies would make it feel right at home. Shield Wall is exactly this, with a little better distribution of charges, it should make it quite tricky to deal with players engines, or make a reliable setup for King Roegner.


Developer Comment: Siege Master's Deploy ability was changed to Order so he can now be played before the Siege Engines, making it easier to take advantage of his Resupply. His power was raised to make that play a little safer.


Developer Comment: Similar to Siege Master, Rivian Pikeman's Deploy became order and he got extra Power as a compensation. Northern Realms have a couple of synergies with Orders which should make him easier of a consideration for some decks.




Scoia'tael:

Developer Comment: Harmony is going back to working as it did before the change, it will trigger regardless of the row the unique tag is played in. Our change to it made it a little bit more awkward to use than we wanted and with main ways of abusing the mechanic are gone, so it seems fair to restore it to the original state.


Developer Comment: Call of Harmony will spawn and play Dana Meadbh, that in addition to having Harmony herself, has a unique Relict tag which will always trigger all the Harmony cards already on the board.


Developer Comment: Nature's Gift makes it so every Nature special played spawns at least 1 Wandering Treant, thanks to it's Symbiosis. Straight Boost with charges could be hoarded to be a last play in a mostly spell based deck, which is why Vitality seems like a better fit for it, in addition to matching the theme better and having some existing synergies.


Developer Comment: If you control any of the 3 Zoltan cards that exist, Zoltan's company will make every Dwarf on the chosen row hardier. While this does not rise the power of the card much, it just makes sense for it to react to Zoltan in some way.


Developer Comment: Vrihedd Brigade's Deploy and passive abilities were split so the player can now choose where the first ping goes, but the passive remains random. It should make playing the card out of hand feel better overall.


Developer Comment: Mahakam Volunteers can now be played on any row and will trigger as long as there is a Dwarf on board, giving the player a better choice on which row they want to have more Dwarves in.




Nilfgaard:

Developer Comment: Morvran is back and playing him will let you draw up to 3 cards from the top of the deck, then place the same amount back in the order you choose. Listing all the things one could do with this ability would take a while, so let's just say that you should make sure you have space in your hand first to take full advantage of it.


Developer Comment: To the dungeon with them! Imprisonment is a simple and effective way to control what your opponent does on the board. On the surface it might look that the ability is only 6 points, but value of the status is hard to predict, and Nilfgaard has multiple ways to benefit from applying and maintaining Locks, which should make it a great addition to some decks.


Developer Comment: Imperial Formation has lost a charge and gained 1 Provision bonus in return. That change should make it a little bit less explosive when combined with some of the Soldiers while keeping most of its power intact.


Developer Comment: Let's be honest, Playing this card on Melee row, that was also highlighted when you were holding it, was not really a condition, so now Impera Brigade will require any Soldier to be on board anywhere before triggering, but provide more points if they do.


Developer Comment: Nauzicaa Brigade now has a contingency plan for when none of the enemies are buffed. This change should make it a little safer to include in the deck, as it now can finish off severely wounded units.


Developer Comment: Vincent's stats were adjusted to closer match raw removal power he provides. He has slowly started becoming infamous, as his trigger condition turned out easier to fulfil than it was when the card was introduced and most people that encounter him probably saw this change coming.


Developer Comment: Because of Ffion playing Battle Preparation as part of his Deploy, the card ended up having a bit lower power on it's own than you'd expect from a Bronze. We have adjusted the Tactic to be more competitive and Ffion lost one point to stay at the level he is now.




Syndicate:

Developer Comment: If you have ever been caught in a situation where you have all the coins with nothing to spend them on, here comes the Pirate's Cove to fix it, providing a spender and a handful of change on demand.


Developer Comment: As Sacred Flame is an Artifact and thus it takes a space on the row it used to boost, now it will boost all the Firesworn allies instead, raising the potential points you can get from its Order by a lot.


Developer Comment: Ewald's ability stays Damage, but he will now deal a set amount of it, which will change depending on the status of his brother.


Developer Comment: Horst will now provide you with coins and his Profits will change depending on the status of his brother.


Developer Comment: Post it's ability adjustment, Whoreson's Freak Show seldom sees play outside of Arena, where it breaks the game. For this reason, the old ability was retired and it will now do exactly what Ewald Borsodi did, leaving the brothers to be rebalanced separately with emphasis on their bond.


Developer Comment: Game is now once again playable.

Journey is Back: Join Ciri on the Path!

Watch the Trailer:
https://youtu.be/vnAWrdmupgk


PROGRESS



Every victory matters. Each round you play and win across GWENT’s standard, seasonal and Arena game modes will earn you Journey progress.

Receive a boost every day. Come back every day to receive a “Well Rested” bonus that will speed up your progression.

No boundaries. Continue your Journey progression beyond level 100 and receive extra rewards along the way!




UNLOCK



Rewards for everyone. Collect player avatars and Reward Points simply by playing — it’s free for all!

Get Ciri’s legendary neutral leader skin. Unlock it immediately after purchasing the Premium Pass.

Collect over 50 unique ornaments. Even more rewards are up for grabs with the Premium Pass!




CUSTOMIZE



Customize your Ciri. Level up in Journey to unlock more customization options for Ciri’s legendary leader skin: weapons, outfits, auras, and accessories.

Personalize your style. Expand your GWENT collection with brand new coin skins, animated avatars, and borders available as part of Journey’s second season.




WEEKLY UPDATES



An unfolding story. Check back weekly for a new chapter of Ciri’s story, detailing her adventures before the events of The Witcher 3: Wild Hunt.

New quests every week. Each chapter of Ciri’s story comes with its own set of quests which, upon completion, will boost your Journey progression.



Ready to begin your Journey?

Update 7.1 Patchnotes

Hey everyone!

Update 7.1 is coming to all platforms tomorrow, August 4th, together with a brand new Journey! We've also tweaked the automill functionality, with 3 different options, and as always introduced multiple balance changes for existing cards and leader abilities.



Changes:




New Features:


The auto-milling feature now can be configured to work in one of three ways:

Resource Focused - "Mill all extra copies of cards above the deck limit, with a preference to keep Premium versions of cards. Recommended for those looking to quickly obtain resources in order to craft more new cards."

Standard - "Mill all copies that exceed the deck limit. Premium, as well as Standard versions, will be milled separately. "

Premium Focused - "Keep extra copies above the deck limit in order to transmute them into Premium versions. Recommended for those who want to extend their Premium collection."

You can choose which setting you prefer through Milling Settings in the Deck Builder.



New Journey!

• Rewards - more rewards than before to unlock in standard and premium paths and also in achievements

• Progression - option to progress above level 100, where Journey quests and the daily boost will count, every level will grant 2RP

• New type of trinket - Aura

• Journey quest - now more comfortable to track with them visible on Outcome Screen and separated in Social Panel

• Story Panel - one story, each week in a separate page


Neutrals:


Developer comment: Ciri's effect is quite unique and powerful, but her stats were always a bit of an issue, as giving her more base power makes her much harder to deal with. Now she will damage 3 random enemies on Deploy, leaving her base power vulnerable enough to match the impact her ability might have, but also allowing her to contribute to the score on her own, provided the round she is played in has been going for long enough.



Developer comment: Ciri: Nova has been completely reworked to offer a new deck building challenge to those who wish to unlock her full power. While the statuses Nova gains can be removed all at once, she should still be quite a powerful play thanks to her high base power and potential benefits that Resilience gives you. She just won't be hanging out with any other Ciri cards and Imperial Diviners are more threatening to her than ever before.



Developer comment: Ciri Dash will simply trigger a turn earlier now. Considering that an average bronze card can easily be expected to give players 6 points, she ends up being an engine with higher risk, but higher reward. Her provision cost was slightly increased both to match her potential power, as all Ciri cards are now a much more powerful way to try and seize card advantage.



Developer comment: Ceremonial Dagger has had it's damage replaced by 5 Bleed. Simply increasing the damage this Stratagem does would only end up breaking it, because reaching certain thresholds means the player going first would not only be able to set their engines first, but also easily control their opponent's engines. Bleeding is a compromise to keep the damage flavour while also making the Dagger on par with other Stratagems.



Developer comment: Crystal Skull will now apply Veil instead of Purifying, keeping it's function as a stratagem that protects you from statuses. This change makes it more proactive and potentially saves the target from more than one status.




Monsters:


Developer comment: Caranthir Ar-Feiniel is just another card that ended up with an enormous pool of great targets and synergies, which grows with each expansion. Restricting his Deploy ability to Monster faction trims this list considerably, removing a handful of potentially toxic interactions and making space for more Neutral cards with powerful effects.




Skellige:


Developer comment: Tooltip only, change was in Hotfix



Developer comment: Second Wind's ability to play Skellige cards from graveyard is now limited by target's provisions, making it harder to re-use Deploys of powerful cards that have already died a warrior's death. This change should surprise nobody after playing against Skellige lately. Second Wind in its current state absolutely requires a condition for its ability for other leaders to match it in power. Provisions are an easy enough solution to limit it's options without changing the ability completely.



Developer comment: You can now save the top card of your deck from Dimun Pirate by fulfilling a condition of playing any Ship first. This extra flexibility lets players decide when exactly they want to aggressively thin a card of the top.



Developer comment: Rupture status will now damage it's target by base power instead of it's total power, which leaves more space to play around it and considerably lowers it's potential to just remove anything on the board.



Developer comment: Tyrggvi Tuirseach has received a small Power increase to compensate for changes made to Rupture status.



Developer comment: Drummond Berserker will now transform when reaching 3 power instead of 2, putting his maximum value closer to a 5 provision card.


Northern Realms:


Developer comment: Queen Adalia, similar to Caranthir, has seen her potential pool of targets grow with each expansion and reached a point where it is hard to continuously balance everything around her ability, thus it was restricted to Northern Realms only. Her Provision cost was lowered slightly as this removes one of the most powerful potential targets for her.



Developer comment: Without exaggeration, Vissegerd has really been doing it all, acting as a finisher, far reaching removal, helping with damage set-up or even a charge engine if necessary. Removing Formation makes the upsides of playing him have at least a little bit of a downside, as his order is no longer bundled with Zeal.




Scoia'tael:


Developer comment: Pyrotechnician has gotten better at finding cover and can now survive the explosion even if not wearing glorious Mahakam forged Armor.



Developer comment: Dwarven Agitator and Vrihedd Saboteur are now on the same power level for their respective tribes.


Nilfgaard:



Syndicate:


Developer comment: Jacques de Aldersberg now has the ability to turn coins into boost for himself after evolving once, opening new ways to use his profit and passive ability he gains as Grandmaster. It should make him much more versatile and offer more interesting decisions to make while playing the card.



Developer comment: Hidden Cache is coming back to its initial Profit per use, but with reduced provisions. This change should give it back some of its power without pushing it way out of line.



Developer comment: Kurt loses his Intimidate and gets 1 provision cheaper for it to eliminate the contradiction that is created by having a very reactive deploy effect that you want to be patient with coupled with a proactive keyword that you want to play as early as possible.



Developer comment: Swindle, as a Crime performed by Crownsplitters, will now always reach its maximum value with 2 of them around. It's maximum and minimum profit was also risen to make it more competitive with other bronze Crimes.



Developer comment: Halfling Safecracker Instead of giving one coin on play will now benefit from all the Crimes in the player's hand through Intimidate, which should make it much easier to fit him in a deck that is planning to do some mischief.



Developer comment: Salamandra Assassin has lost both restrictions of his Order ability and now can hit his targets freely and from anywhere, making him much simpler to use with or without Bounty.



Developer comment: Witch Hunter Executioner is now cheaper to employ. Bounty has lost its lustre over time and with the introduction of Veil, it grows harder to make it work, so Witch hunters are lowering their prices to combat this crisis.



Developer comment: Professor is now cheaper to employ. Along provision cost reduction to Witch Hunter Executioner, the core cards that capitalise on bounty are now easier to fit in the deck with other tools



Developer comment: Small increase in power to Tidecloak Hideaway makes it's worse case scenarios a little better so it is much safer to include in decks that already leaned towards Pirates.




Game fixes:


Android only: Game update size will be smaller and contain only changed data.



And this concludes the patch notes for Update 7.1. Catch you next time and enjoy your new Journey with ------- as the main character!

If you have any questions, make sure to stop by our Forum or Discord.

MASTER MIRROR EXPANSION IS NOW LIVE!

GWENT’S LATEST EXPANSION IS NOW AVAILABLE ON PC, ANDROID AND IOS!



https://youtu.be/TgMVYL-ZwjI




FACE MASTER MIRROR IN A MYSTERIOUS CHALLENGE



To celebrate the release of Master Mirror, the ‘Gaunter’s Ultimate Challenge’ event has just begun. Support your favourite faction, complete special tasks and fight for unique prizes. The challenge will last from June 30th to August 5th.




EXCLUSIVE, TIME-LIMITED MASTER MIRROR LAUNCH OFFERS:



TEMPTATION PACK:







INTRIGUE PACK:


Expand your collection with the most precious cards from the newest expansion - 6 evolving premium cards that changing their abilities and becoming stronger during the battle. This pack contains 6 premium cards (one per each faction):




TWISTED WORLD BOARD:



New Master Mirror epic game board is now available from the in-game shop! Dare you enter the sinister realm of Master Mirror and battle your enemies under his everlasting gaze?

Update 7.0 Patch Notes


Besides over 70 new cards coming with the new Master Mirror expansion, Update 7.0 packs a lot of balance and quality of life changes for everyone to enjoy. Take a look at the full list of changes below:



Changes:




New Features:


1. The Play Menu has been redesigned to improve the understandability of the different game modes, and brings with it numerous other new features and enhancements to the user experience.

2. Two new trees related to Master Mirror expansion added to Reward Book on Year of the Wererat page.

3. New contracts for playing with mechanics introduced in Master Mirror expansion.



Neutral:


Developer comment: Since Spying was used both to describe a status effect and distinguish between units that have to be played on player's or opponent's side, we have added a new keyword, "Disloyal" so the distinction between the two is crystal clear.

Disloyal is a keyword for units that have to be played on Opponent's side of the board.

Spying is a status that units gain when they are played, moved or spawned on opponent's side. As a status it can be granted by other effects or removed by using Purify




Developer comment: Biting Frost, Impenetrable Fog and Torrential Rain will now spawn the effect for 3 turns and cost 5 provisions. Frost will exchange it's ability with Fog, as Frost is used by Wild Hunt and hitting highest unit will help them get and maintain Dominance.




Developer comment: Cataclysm spawned by Ragh Nar Roog is now more powerful than other Row Effects, as it deals 3 damage split by all units on a row each turn, but the effect will no longer last forever. Under ideal circumstances, the effect will still easily reach value over it's provisions, given enough time.




Developer comment: Clear Skies is now much better for your unit's morale, boosting an entire row of them by 1 for a pretty affordable provision price.




Developer comment: Iris Von Everec Is stepping out of her niche of being the ultimate tech card. She will now provide a decent amount of value over time and be a neutral option to get Vitality, which as it turns out is rather unique.

Developer comment: Row Effect clear as a mechanic has been removed. As all row effects have rather predictable value, do not provide a lot of points on play, require units on a row to have any effect at all and can be stopped with both Armor and Shields, it made no sense to keep a legacy mechanic like weather clear around just to deal with them. All row Effects have been additionally balanced in absence to straightforward counters and their tooltips will make a lot more sense now.




Developer comment: Avallach has received a minor buff to his base power to meet the row effect changes half way.




Developer comment: Scepter of Storms now costs 6 provisions as a price for it's versatility in conjuring any bronze row effect, with all of them being priced at 5.




Developer comment: Scout moves ahead fearing no statuses and leaving his old job of controling weather behind.




Developer comment: Shupe will now summon random row effects for exactly 3 turns, which makes him better in some cases and worse in others, adding extra layer to his variety.




Developer comment: Thaw keeps it's boosting component and instead of ending row effects and becoming weaker as a result, it protects the boost with Veil status.




Developer comment: Olgierd Von Everec now has base power of 7 to match his Immortal variety.




Developer comment: Locking Marall's order to Melee row gives players an additional way to deal with his ability to slay any unit he chooses if left to his own devices.




Developer comment: Matching Geralt: Igni and Scorch in explosive potential and sometimes way surpassing them, Regis will now repeat his deploy ability only if the Initiative requirement is met. Just like with Scorch and Igni, it should slow down his ability to completely swing the game by forcing the player holding him to choose between playing him with extra power or taking time to set up the big play.




Developer comment: Another round of slight buffs to Neutral cards that have decent effects, but their stats drag them down.



Monsters:


Developer comment: Wild hunt is now secondary category and all Wild Hunt units have gotten primary category to match their race. Did you know most of them are Elves? #lore




Developer comment: Crimson Curse was always quite difficult to make use of, as it required a sacrifice, specific deck composition and some time to gain value. Now it spawns Ekimmaras on play, making it faster, and Blood Moon synergises better with what Vampires want to do as an archetype, by becoming an offensive, long lasting row effect that applies Bleeding or deals damage when the target is already Bleeding.




Developer comment: Foglet and Wild Hunt Rider were the last units that summoned single copies of themselves from deck instead of all the copies, so they were changed for consistency.




Developer comment: Ge'el's ability did not fit his Wild Hunt tag very well, so it was swapped with Weavess. Now he can help his Elven brethren establish Dominance.




Developer comment: Weavess: Incantation has gotten her ability, power and provisions changed to match Ge'el's old ability perfectly to complete the swap.



Skellige:


Developer comment: Changing An Craite Warrior's base ability to Bleed 3 will make fulfilling his extra condition to be played from Graveyard feel more like an extra condition and not a necessity to see any value from the card.




Developer comment: Gaining some points in form of a token after using the Mask of Uroboros should make it more competitive, with or without cards that can take advantage of the Discard effect.



Norther Realms:


Developer comment: Engineering Solution now Boosts by 4 so even if the Shield it grants is removed with 1 damage ping, it still reaches the value a player could get by using Tactical Advantage instead.




Developer comment: Slight shift in all of the stats of Temerian Drummer makes him easier to include in the deck without rising his power or sacrificing his survivability.




Developer comment: When Crewed, War Elephant will not trample his allies, and simply boost for full value. It's a simple change that will make it simpler to use the Order without relying on drawing Shielded or Armored units.



Scoia'tael:


Developer comment: In addition to requiring unit category to be completely unique on your board, the unit will now have to be played on the row where Harmony units are to trigger the effect. Harmony is proving time after time that simply playing unique categories for more points is quite simple for Scoia'tael. This change should sufficiently complicate getting value out of Harmony, as row space is a limited resource and a lot of effects for the faction are tied to playing cards in specific rows.




Developer comment: While getting Vitality for stacking Armor is an interesting effect, in practice it did not end up being valuable enough, as Vitality takes a bit of time to gain the points and Armor is not very easy to stack tall. Her new effect will now guarantee the vitality regardless of the target's Armor value or give players an extra option to stack Armor.




Developer comment: Saskia used to have a fairly complicated effect that ended up bringing very little points outside of very specific cases. Her new ability coupled with unique primary category should let her find steady value in most situations, while offering versatile support to most tribes and archetypes.




Developer comment: The point floor of Aglais has been bumped up as the card does not get much value without a lot of additional support and duplicating boost is as vulnerable as ever to resets and tall removal.



Nilfgaard:


Developer comment: Arbalest's ability was made Neutral through Squirrel, so he has returned to interacting with units under Spying status, aiming straight for their Knees.




Developer comment: Emmisary has dropped by 1 provision to better match the cost to his effect, which is steady net 5 points and potential synergies.




Developer comment: Impera enforcers have been changed to gain charges whenever an enemy gains Spying instead of getting them only when Disloyal units are played. As there are more ways to give units spying beyond just playing Disloyal units, the damage has been lowered to match.




Developer comment: Since Nilfgaard has a lot of cards that passively benefit from Disloyal units, Rainfarn of Attre has changed to more actively take advantage of playing those units, boosting them or giving opponent's units Spying status.




Developer comment: Tactics created by Stefan Skellen are now going to be banished after use to stop him from taking advantage of Echo mechanic. The ability did not change functionally and you are still likely to see nothing but Bronze cards when copying Bribery.






Syndicate:


Developer comment: Having no coins was intentionally an awkward condition for Congregation, but with coins carrying over between rounds and Firesworn archetype leveraging receiving coins on spawn, the return was not quite high enough to justify that condition. Now as long as there are other Firesworn on the row you target, more Zealots will congregate.




Developer comment: Procession of Penance now counts all cards with both Firesworn and Token categories so they can continue their march along Knights of The Flaming Rose.




Developer comment: Sacred Flame has been changed to an active ability instead of a passive one. It was often difficult to ration enough spawn cards between the rounds to make Sacred Flame reach it's full potential. Now it will boost all cards in it's own row when Order is used, so it still takes advantage of swarming, but does not explicitly require summons to pay off.

GWENTSDAY



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