GWENT: The Witcher Card Game - Vattier
Black Friday is here and Shupe has some smash smash deals for you! Until Monday you can get all the Expansion Kegs and Meteorite powder at a 50% discount.

The Expansion Kegs will disappear from the shop at the end of this sale, so grab some while you can!
GWENT: The Witcher Card Game - Vattier
If you feel dazzled by GWENT's artistic style, please support us with a vote in the annual Steam Awards for "Outstanding Visual Style".
GWENT: The Witcher Card Game - Vattier
Way of the Witcher is the brand new expansion coming to GWENT on December 8th! It is full of monster slaying Witchers, their powerful creator named Alzur and of course, terrifying monsters...

70 new cards across all factions and a brand new keyword are included!

Take a look for yourself:
https://youtu.be/opK3-RWxmm0

Make sure to check out the available pre-order bundles which include items such as the premium version of the Alzur card, a shapeshifting card back and Alzur's Laboratory game board. You can use them right after your purchase!



Introducing the “Way of the Witcher Combo Offer” one of the three pre-order options which includes all the new available goodies! Cosmetics can be used straight after your purchase!
GWENT: The Witcher Card Game - Vattier
Last patch we have released into the wild the new Draft Mode and were happy to see how much interest and excitement it was met with by the community. Quickly the forums started filling up with stories about wacky decks, but some of them seemed... too wacky. One short investigation later, it turned out that there were some issues with the configuration of packs, which led for example to packages that should have been disabled being offered in draft anyway. This has been fixed, and should make the experience more balanced, yet still keeping it fun and open for experiments.

Unlike with Arena, that once released was essentially left untouched, we intend to make the Draft Mode an ever evolving format, that will be able to keep players entertained and engaged. In short, that means that we plan to make regular updates and balancing changes to Draft Mode, like we do with Ranked Play Mode.

That said, let me introduce the first Draft Mode Patchnotes!


New arrivals:

New Card added , the great sorcerer himself - Alzur!

Mages package is now a default Tribal package.

Alzur is added as a Core Card. Choosing him increases chances of getting Tribal - Mages package and Special packages.

Triss: Telekinesis is added to the Tribal - Mages package

New Witcher Trio Wombo Combo package is added: 
  • Vesemir: Mentor 
  • Lambert: Swordmaster 
  • Eskel: Pathfinder


Departures:

Elves is no longer a default Tribal package.

Tourney Shaelmaar is removed from Mechanical - Create package.

Ge'els is removed from the Tribal - Wild Hunt package.

Sewer Raiders are removed from the Value - Hoard package.

Triss: Telekinesis removed from the Core Cards 


Shuffling and balancing:

Prize-Winning Cow is replaced with Operator in the Tribal - Beast package.

The triple Drummond Queensguard package will now include two Drummond Queensguaurd and Cerys An Craite.

Odds of getting more deathwish cards in Mechanical - Deathwish package increased.

Chances of getting Vandergrift in Defence - Shield package are decreased.

Generally reduced odds of seeing the same exact thinning package twice.

The following Core cards and leader abilities now boost chances of getting Tribal - Mage package:
  •  Artorius Vigo
  •  Xarthisius
  •  Stockpile
Bronzes that come with Cave Troll have been adapted to the following Ogroids: 
  • Nekker Warrior 
  • Ice Troll 
  • Ice Giant 
  • Nekker 
  • Cyclops
GWENT: The Witcher Card Game - Vattier
Alzur and Snowdrop are here! Get ready for a brand new Journey filled with remarkable rewards!

https://youtu.be/74TYfyML6a0

Learn more on the dedicated Journey page!
GWENT: The Witcher Card Game - Vattier
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.
GWENT: The Witcher Card Game - Vattier
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.
GWENT: The Witcher Card Game - Vattier
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:
  • When returning to Play Menu after a match the last played game mode will remain selected.
  • Progression of contracts related to removed abilities will transfer to newly introduced contracts.
  • Bugs related to progressing in contracts connected to Journey 1 and Journey 2 (i.e. not every Ciri's outfit was counting)
  • Fixed the issue with acceptance of Pro Rank Regulations in game settings.
  • Fixed issue with sometimes missing description of abilities when creating new deck.


Neutrals:
  • White Frost card renamed to Blizzard.
  • Ciri ability changed to: Deploy: Damage 3 enemy units by 1. Whenever you lose a Round, return this unit to your hand.
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.

  • Ethereal provision changed from 9 to 8. Ability changed to: Doomed. Deploy: Gain Zeal. Order: Transform unit to the right into base copy of self.
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.

  • Oneiromancy provision changed from 12 to 13.
  • Watchman power changed from 4 to 5.Highwaymen power changed from 3 to 4.
  • Iron Falcon Knife Juggler power changed from 1 to 2.
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:
  • Carapace leader ability changed to: Order: Boost an allied unit by 3 and give it Veil. Charge: 3. Provision Bonus changed from 16 to 15.
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.

  • Force of Nature leader ability changed to: Order: Spawn and play Woodland Spirit. Provision Bonus changed from 16 to 15.
  • New Token - Woodland Spirit: Power 9, Doomed. Category: Relict, Token
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.

  • Rotated out Death's Shadow leader ability from the game.
  • New leader ability - White Frost: Order: Move an enemy unit to the other row and Spawn Frost on its row for 2 turns. Charge: 2. Provision Bonus - 15.
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.

  • Auberon King, Invader and Conqueror power changed from 6 to 5. Provision changed from 11 to 12.
  • Alpha Werewolf power changed from 5 to 6.
  • Arachas Behemoth power changed from 2 to 3.
  • Caranthir Ar-Feiniel provision changed from 8 to 9.
  • Wild Hunt Rider power changed from 3 to 4.
  • Foglet power changed from 3 to 4.


Skellige:
  • Rotated out Sacrificial Vanguard leader ability from the game.
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.

  • Rotated out Second Wind leader ability from the game.
  • New leader ability - Battle Trance: Order: Spawn and play Mardroeme. Whenever you play an Alchemy card, Heal a random allied unit by 1. Provision Bonus - 16.
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.

  • New leader ability - Rage of the Sea: Order: Spawn Rain on enemy row for 1 turn and Deafening Siren on the opposite row. Charge: 3. Provision Bonus - 14.
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.

  • Ursine Ritual Tooltip Update: Order: Damage an allied unit by 1. Charge: 5 Once all Charges are used up, Spawn a Bear Abomination on a random allied row.
  • Holger Blackhand ability changed to: Deploy: Damage a unit by 2. Whenever you play a Ship, boost it by 1. Whenever you play a Pirate, damage a random enemy unit by 1.
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.

  • Brokvar Hunter ability changed to: Zeal. Order: Damage a unit by 1. Cooldown: 2. Whenever you play a Beast, reduce Cooldown by 1.
Developer Comment: Brokvar Hunter will now react to Beasts being played instead, because he is a hunter and hunters hunt Beasts.

  • An Craite Greatsword power changed from 4 to 10. Ability changed to: Deploy: Damage self by 5. Whenever an enemy units takes damage, Heal self by 1.
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.

  • An Craite Raider ability Bloodthirst fixed to work when Played or Summoned.
  • Harald an Craite, Warmonger and The Cripple provision changed from 11 to 12.
  • An Craite Marauder power changed from 2 to 3.
  • Tyrggvi Tuirseach provision changed from 11 to 10.
  • Crow Messenger power changed from 3 to 4.
  • Blood Eagle provision changed from 11 to 12.
  • Birna Bran power changed from 5 to 6.
  • Tuirseach Skirmisher power changed from 3 to 4.


Northern Realms:
  • Mobilization leader ability changed to: Order: Spawn a base copy of a bronze allied Soldier on its row and boost it by 3.
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.

  • Pincer Maneuver leader ability changed to: Order: Draw a Northern Realms card of your choice, then shuffle a card from your hand back to the deck. If the drawn card was a unit, boost it by 5. Provision Bonus changed from 12 to 15.
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.

  • Rotated out Vicious Slash leader ability from the game.
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.

  • New leader ability - Shieldwall: Order: Boost an allied unit by 2 and give it Shield. Charge: 3. Provision Bonus - 14.
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.

  • Siege Master power changed from 3 to 4. Ability changed to: Order: Boost an allied unit by 2. Resupply: Boost adjacent Siege Engines by 1.
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.

  • Rivian Pikeman power changed from 3 to 4. Ability changed to: Order: Damage an enemy unit by 2. Resupply: Boost self by 1.
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.

  • Field Medic power changed from 1 to 2.
  • Dun Banner provision changed from 5 to 4.
  • Blue Stripes Commando provision changed from 6 to 5.


Scoia'tael:
  • Mechanic Update - Harmony: Boost self by 1 or the specified amount whenever you play a Scoia'tael unit whose primary category is unique among all of your other units.
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.

  • Call of Harmony leader ability changed to: Order: Spawn and play Dana Meadbh.
  • New Token - Dana Meadbh: Power 6, Doomed. Category: Relict, Token. Harmony
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.

  • Rotated out Mystic Echo leader ability from the game.
  • New leader ability - Nature's Gift: Symbiosis. Order: Give an allied unit Vitality (3). Charge: 2. Provision Bonus - 15.
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.

  • Guerilla Tactics provision bonus changed from 15 to 16.
  • Zoltan's Company ability changed to: Spawn 3 Rowdy Dwarves on an allied row. If you control Zoltan, give 1 Armor to all Dwarves on that row.
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.

  • Vrihedd Brigade ability changed to: Deploy: Damage an enemy unit by 2. Whenever moved damage a random enemy unit by 2.
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.

  • Duen Canell Guardian power changed from 3 to 4. Ability changed to: Veil. Symbiosis. Order: Damage an enemy unit by 2.
  • Mahakam Volunteers power changed from 3 to 4. Ability changed to: Deploy: If you control a Dwarf, Summon all copies of this unit from your deck to this row.
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.

  • Eithne Young Queen, Mother and Wrath of the Brokilon provision changed from 11 to 12.
  • Dol Blathanna Sentry now has 1 Armor.
  • Dwarven Chariot power changed from 3 to 4.
  • Dol Blathanna Bomber power changed from 1 to 2.
  • Dwarven Skirmisher boost changed from 1 to 2.
  • Brokilon Sentinel provision changed from 5 to 4.


Nilfgaard:
  • Tactical Decision leader ability changed to: Order: Spawn and play Morvran Voorhis.
  • New Token - Morvran Voorhis: Power 6, Doomed. Category: Human, Soldier, Token. Deploy: Draw up to 3 cards, then put same number of cards on the top of your deck.
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.

  • Rotated out Strategic Withdrawal leader ability from the game.
  • New leader ability - Imprisonment: Order: Lock an enemy unit and damage it by 3. Charge: 2.
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.

  • Imperial Formation leader ability Charges reduced from 4 to 3. Provision Bonus changed from 15 to 16.
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.

  • Impera Brigade power changed from 3 to 4. Ability changed to: Deploy: If you control a Soldier, Summon all copies of this unit from your deck to this row.
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.

  • Nauzicaa Brigade ability changed to: Deploy: Damage an enemy unit by 1. If the enemy unit is boosted, damage it by 3 instead.
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.

  • Imposter provision Bonus changed from 14 to 15.
  • Braathens power changed from 4 to 3.
  • Vivienne de Tabris provision changed from 10 to 9.
  • Vincent Van Moorlehem power changed from 5 to 3. Provision changed from 11 to 10.
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.

  • Usurper Officer, General and Emperor provision changed from 11 to 12.
  • Battle Preparation boost increased by 1.
  • Ffion van Gaernel power changed from 2 to 1.
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.

  • Ard Feainn Light Cavalry power changed from 2 to 3.
  • Hunting Pack power changed from 3 to 4.
  • Added Siege Engine category to following cards: Hefty Helge, Rot Tosser, Fire Scorpion, Mangonel


Syndicate:
  • Rotated out Wild Card leader ability from the game.
  • New leader ability - Pirate's Cove: Order: Spawn a Sea Jackal on an allied row, then gain 4 Coins. Provision Bonus - 15.
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.

  • Sacred Flame ability changed to: Deploy: Spawn a Firesworn Zealot on both sides of this card. Order: Boost all allied Firesworn units by 1.
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.

  • Ewald Borsodi power changed from 4 to 5. Provision changed from 8 to 7. Ability changed to: Deploy: Damage an enemy unit by 2. If Horst Borsodi is in your graveyard, damage an enemy unit by 4 instead.
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.

  • Horst Borsodi provision changed from 8 to 7. Ability changed to: Deploy: Gain 3 Coins. If Ewald Borsodi is in your graveyard, gain 6 Coins instead.
Developer Comment: Horst will now provide you with coins and his Profits will change depending on the status of his brother.

  • Whoreson's Freak Show power changed from 5 to 4. Provision Changed from 6 to 8. Added 1 Armor. Ability changed to: Profit 2. Fee 2 (Melee): Damage an enemy unit by 2.
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.

  • Jacques Miraculous Child, De Aldersberg and Grand Master provision changed from 11 to 12.
  • The Sausage Maker provision changed from 10 to 9.
  • Casino Bouncers Fee changed from 2 to 1.
  • Sewer Raider power changed from 3 to 4.
  • Cleric of the Flaming Rose now has a Cleric category.
Developer Comment: Game is now once again playable.
GWENT: The Witcher Card Game - Vattier
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?
Aug 3, 2020
GWENT: The Witcher Card Game - Vattier
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:
  • Android-only: Removed unnecessary permissions about reading and writing external storage.


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:
  • Ciri provision changed from 8 to 10. Ability changed to: Deploy: Damage 3 random enemy units by 1. When you lose a round, return Ciri to your hand.
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.


  • Ciri: Nova power changed from 5 to 8. Provision changed from 11 to 9. Ability changed to: Deploy: if your starting deck does not have cards with provision cost 10 or more, gain: Resilience, Shield and Veil.
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.


  • Ciri: Dash provision changed from 9 to 10 and timer reduced from 5 to 4.
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.


  • Ceremonial Dagger ability changed to: Order: Give an enemy unit Bleeding (5).
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.


  • Crystal Skull ability changed to: Oder: Boost an allied unit by 4 and give it Veil.
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.


  • Primordial D'ao provision changed from 11 to 10. Ability changed to: Shield.
  • Master Mirror provision changed from 10 to 9.
  • Living Armor provision changed from 12 to 11.

Monsters:
  • Caranthir Ar-Feiniel power changed from 3 to 4. Ability changed to: Deploy: Spawn a 1-power base copy of a Monster unit from your hand on this row.
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.


  • Ge'els provision changed from 10 to 8. Ability changed to: Deploy (Ranged): Play a Wild Hunt special card from your deck.
  • Imlerith power changed from 7 to 2. Provision changed from 12 to 10. Ability changed to: Deploy (Melee): Discard a Monster unit and boost self by its power, then draw a card.
  • Old Speartip: Asleep provision changed from 10 to 9. Ability changed to: Veil.

Skellige:
  • Harald an Craite ability changed to: Deploy: Play a bronze Warrior from your graveyard, give it Doomed and damage it by 2. At the start of round, while in hand or deck, transform.
  • Harald Warmonger ability changed to: Deploy: Play a bronze Warrior from your graveyard and give it Doomed. Devotion: At the start of round, while in hand or deck, transform.
  • Harald the Cripple ability changed to: Veil. Deploy: Play a bronze Warrior from your graveyard and give it Doomed. Whenever you play a Warrior, damage a random enemy unit by 1.
Developer comment: Tooltip only, change was in Hotfix


  • Second Wind provision bonus changed from 11 to 12. Ability changed to: Deploy: Play a Skellige unit with provision 9 or less from your graveyard.
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.


  • Vabjorn power changed from 6 to 2. Provision changed from 9 to 8. Ability changed to: Deploy (Melee): Play a Raid card from your deck.
  • Dimun Pirate ability changed to: Deploy: Move the top card from your deck to your graveyard. Cancel the ability if you control a Ship.
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.


  • Rupture effect changed to: At the end of owner's turn, damage this unit equal to its base power, then remove this status.
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.


  • Tyrggvi Tuirseach power changed from 4 to 5.
Developer comment: Tyrggvi Tuirseach has received a small Power increase to compensate for changes made to Rupture status.


  • Drummond Berserker's Berserk increased from 2 to 3.
Developer comment: Drummond Berserker will now transform when reaching 3 power instead of 2, putting his maximum value closer to a 5 provision card.
  • Added Druid category to Artis and Svalblod Priest.
  • Crow's Eye Rhizome provision changed from 5 to 4.
  • Svalblod Ravager power changed from 2 to 3.
  • Svalblod Priest provision changed from 6 to 5.
  • Drummond Villager's Bleeding duration reduced from 4 to 3.

Northern Realms:
  • Queen Adalia provision changed from 11 to 10. Ability changed to: Deploy: Spawn and play a base copy of a bronze Northern Realms unit from your hand, then give it a Shield.
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.


  • Vissegerd no longer has Formation.
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.


  • Ves provsion changed from 8 to 7.
  • Cintrian Knight power changed from 2 to 3.
  • Cintrian Artificier power changed from 3 to 4.
  • Siege Support power changed from 3 to 4.
  • Mad Charge boost increased to 4 and Vitality increased to 3.
  • Added Soldier category to the following cards: Vissegerd, Reynard Odo, Kaedweni Cavalry and Kaedweni Knight.
  • Kaedweni Cavalry no longer has the Knight category.

Scoia'tael:
  • Mahakam Volunteers ability changed to: Deploy: If there is a Dwarf on this row, Summon all copies of this unit from your deck to this row.
  • Pyrotechnician now has 2 Armor.
Developer comment: Pyrotechnician has gotten better at finding cover and can now survive the explosion even if not wearing glorious Mahakam forged Armor.


  • Mahakam Guard power changed from 2 to 3.
  • Dwarven Agitator power changed from 2 to 3.
  • Vrihedd Saboteur provision changed from 5 to 4.
Developer comment: Dwarven Agitator and Vrihedd Saboteur are now on the same power level for their respective tribes.


Nilfgaard:
  • Impera Brigade provision changed from 6 to 5.
  • Fire Scorpion power changed from 3 to 4.

Syndicate:
  • Jacques de Aldersberg ability changed to: Profit 4. Tribute 4: Spawn 2 Flaming Rose Footmen in this row. Fee 1: Boost self by 1. Devotion: At the start of round, while in hand or deck, transform.
  • Jacques Grand Master ability changed to: Profit 4. Veil. Tribute 4: Spawn 2 Flaming Rose Footmen in this row. Fee 1: Boost self by 1. Whenever you play a Firesworn card, gain 1 Coin.
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.


  • Hidden Cache provision bonus changed from 15 to 14. Coins per round changed from 2 to 3.
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.


  • Kurt provision changed from 8 to 7. Removed Intimidate.
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.


  • Swindle ability changed to: Profit 4-6 For each allied Crownsplitters, increase minimal amount by 1.
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.


  • Halfling Safecracker ability changed to: Intimidate. Deploy: Boost self by 1 for each Crime in your hand.
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.


  • Salamandra Assassin ability changed to: Intimidate. Order: Damage an enemy unit by 2.
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.


  • Witch Hunter Executioner provision changed from 5 to 4.
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.


  • Professor provision changed from 12 to 11.
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


  • Tidecloak Hideaway power changed from 4 to 5.
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.


  • Lieutenant von Herst Hoard reduced from 5 to 4.
  • Dies Irae provision changed from 10 to 9.
  • Mutant Killer Hoard reduced from 5 to 4.
  • Tidecloak Ransackers power changed from 2 to 3.
  • Casino Bouncers provision changed from 6 to 5.

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.
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