Black Sun

Some folk say the world will end in ice, some - that fire will scorch all. Others heed to the old prophecies, predicting the darkness to be the end of everything. Once in a century, the sunlight fades as shadows grow and encroach on the world of the living. Corrupting, twisting, driving minds mad. Yet, in a world teeming with curses and afflictions, there are pristine places untouched by evil and heroes carving their way through the darkness.

Curse of the Black Sun is the latest card expansion for GWENT: The Witcher Card Game, containing 27 cards. It will be released on July 5th on all supported platforms.

SPECIAL OFFER - BLACK SUN PACK

Separator

Take advantage of this time-limited offer to get all cards from the Black Sun expansion in their premium form. In addition to the cards, you will also get the new “Sands of Time” game board to deploy your newly acquired reinforcements on. You can go straight to the deck builder and craft these cards or get the dedicated pack:

SPECIAL OFFER - BLACK SUN PACK

GROW YOUR COLLECTION

GWENT: Black Sun consists of 27 cards, four cards per faction plus Neutrals.

14
Legendary
Mysteries of Loc Feainn
Scenario, Cursed

Doomed.
Scenario: Progress whenever you play a unit with Harmony.
Prologue: Spawn Lake Guardian: Dawn Aspect on this row and set its power to the number of Scoia'tael units with unique primary categories in your starting deck.
Chapter 1: Whenever you play a Scoia'tael unit, boost it by 1 for every category it has.
Chapter 2: Spawn and play Loc Feainn: Convergence.


Here, all nature returns to its source; all life finds renewal.
14
Legendary
Lake Guardian: Dawn Aspect
Token, Cursed

Doomed.


Like a sunflower, it lives to face the great fire in the sky.
15
Legendary
Loc Feainn: Convergence
Nature

Doomed.
Create a bronze Scoia'tael unit with a primary category that you don't control.


Here, all nature returns to its source; all life finds renewal.
8
Epic
Lake Guardian: Dusk Aspect
Beast, Cursed

Harmony.
This unit's Harmony is also triggered in hand and deck.


Like a moonflower, it lives to curtail the dark of night.
5
Rare
Antherion
Beast, Cursed

Harmony.
Order: Infuse an allied unit with "Harmony".


To lay eyes upon a mythical antherion is to know one was well off the beaten path.
4
Common
Chameleon
Beast

Deploy: Infuse self with a random Scoia'tael primary category that you don't control.
Order: Replay self, then reduce own base power by 1.


Its own mother wouldn't be able to tell you of its true colors.
14
Legendary
Endless Voyage
Scenario, Cursed

Doomed.
Scenario: Progress whenever you play a Pirate.
Prologue: Spawn Bjorn's Drakkar on this row.
Chapter 1: Whenever your opponent plays a unit, Infuse it with "Deathwish: SpawnCataclysm for 1 turn on this row".
Chapter 2: Purify and Heal an allied Bjorn's Drakkar, increase its base power by 5 and give it 1 Charge.
If you don't control Bjorn's Drakkar, Spawn it on this row instead.


Time has failed to halt Bjorn's search. What good will the elements do?
14
Legendary
Bjorn's Drakkar
Machine, Cursed, Token, Ship

Doomed.
Order: Damage an enemy unit by 1 and Infuse it with "Whenever this unit takes damage from other abilities, damage self by the same amount".
Charges: 1


The elements have failed to halt Bjorn's search. What good will time do?
8
Epic
Bjorn Stormursson
Human, Cursed, Pirate

Veteran.
Deploy: Clash with an enemy unit.
Order, Bloodthirst 2: Discard a card, then move self back to your hand.


Bjorn, son of Stormur the Feared, known to his village as Storm Son, to his friends as Thundersocket, to his enemies as Whale Eater, to continentals as the Cyclops of Skellige, to his daughter as Stuffy Old Fuck, and to history as the Unreturned...
5
Rare
Deranged Corsair
Human, Cursed, Pirate

Deploy: Infuse an enemy unit with "Deathwish: SpawnCataclysm on this row for 2 turns.", then SpawnCataclysm on its row for 1 turn.


Who ever said you had to be dead to haunt the seas?
4
Common
Seagull
Beast, Cursed, Pirate

Deploy: Damage 3 units by 1, then Spawn a Seagull in your graveyard for each target that is damaged.
When an enemy unit is destroyed, Summon self from your graveyard to your Ranged row, then gain Doomed.


People often fear crows and ravens as portents of death, while ignoring the ultimate source of shock and terror: the common seagull.
14
Legendary
In Search of Forgotten Treasures
Scenario, Cursed

Doomed.
Scenario: Progress whenever you play a Tidecloak.
Prologue: Spawn Gudrun Bjornsdottir on this row.
Chapter 1: Hoard 8: At the end of your turn, gain enough Coins to fill your pouch.
Chapter 2: Damage the highest-power enemy unit by the number of Coins you have.


Fabled, elusive, unmapped. This place sparks the wildest dreams and turns stately sailors into swashbuckling adventurers.
14
Legendary
Gudrun Bjornsdottir
Human, Cursed, Pirate, Tidecloaks

Hoard 9, Fee 3: Infuse an enemy unit with "Whenever your opponent gains Coins, damage self by 1".


Although her father promised her to the gods to win their favour in battle, Gudrun refused to by bound by vows she didn't make. She found her freedom among blue waters and salty wind.
8
Epic
Flyndr's Crew
Human, Pirate, Tidecloaks

Deploy: Spawn 3 base copies of self on this row. Reduce the number of copies by 1 for every Counter.
Your Hoards require 1 less Coins to trigger.
Hoard 9: Once per round, at the end of your turn, while in hand or deck, remove a Counter.
Counter: 3


Wretches and thieves drunk on grog, bloodshed and booty - could you ever hope for a better crew?
5
Rare
Treasure Huntress
Human, Pirate, Tidecloaks

Profit 3.
Hoard 7, Fee 3: Infuse an allied unit with "At the end of your turn, gain 1 Coin".


No island, cape nor bay can guard their secrets from this restless soul and her trusted companion.
4
Common
Pearl Diver
Human, Pirate, Tidecloaks

Timer 3: Gain 6 Coins.


Can ye hold yer breath 'till dis candle burns out? No? Then don't tell me five hundred oren is too much for a pearl.
14
Legendary
The Manor’s Dark Secret
Scenario, Cursed

Doomed.
Scenario: Progress whenever you play a unit with Thrive.
Prologue: Spawn Cursed Damsel on this row.
Chapter 1: Whenever you play a unit, if it would not trigger any of your Thrive units, boost it by 2 first.
Chapter 2: Play the highest-power bronze Monster unit from your deck.


In this manor, the doors lock YOU up.
8
Epic
Sir Scratch-A-Lot
Beast, Cursed, Knight

At the start of the game, gain Immunity.
Deploy: Boost self by 0.
Order: Increase the boost value by 2, then replay self.
Units played on opponent's side can trigger your Thrive abilities.


If you value your eyesight... Don't call him a pussy.
4
Rare
Cursed Damsel
Human, Cursed

Thrive.
Order: Halve own power and destroy an enemy unit with power up to the power removed from self.


An innocent girl surrounded by mutilated corpses of her sisters and servants. Don't you pity her? She must be yearning for a comforting embrace.
4
Common
Orchard Mantrap
Plant, Cursed

Deploy (Melee): Consume an allied unit. This unit triggers Thrive an additional time.
Deploy (Ranged): Infuse 2 allied units with "Thrive".


Retribution for all innocent fruit cannibalized by mankind!
14
Legendary
Damsel in Distress
Scenario, Cursed

Doomed.
Scenario: Progress whenever you play a Knight.
Prologue: Summon a bronze Knight from your deck to this row.
Chapter 1: Whenever an allied unit triggers Grace, boost its adjacent units by 2.
Chapter 2: Spawn and play Mad Charge.


Understandably, it had never occurred to any young knight or princeling, that the towers were erected for their own protection.
9
Epic
The Maiden's Shield
Human, Knight

Shield.
Grace 8: Spawn Bronwen the Bold on the right.
Grace 14: Boost the allied Bronwen the Bold by 3.
Deathwish: Lock the allied Bronwen the Bold.


Her great, quiet guardian, now known to most only as Scruffy, had soon abandoned his old name after meeting fierce little Bronwen for the first time. In this tribulation, he saw his one opportunity for penance.
9
Epic
Bronwen the Bold
Human, Cursed, Aristocrat

Immunity.
Grace 5, Order: Infuse an allied unit with "Whenever this unit receives a boost from other abilities, boost self by the same amount".


Cursed, exiled, beset - and all this in one luncheon gown.
5
Rare
Knight Errant
Human, Knight

At the end of your turn, boost self by 1 for each adjacent boosted unit and damage self by 1 for each adjacent damaged unit.
Grace 9: Give adjacent units Shield, then Infuse them with "Whenever this unit loses Shield, boost it by 2".


Traversing the fine line between idiom and idiot.
4
Common
Squire
Human, Knight

Order: Boost the next unit you play by 2. If it is a Knight, also Infuse it with "At the end of your turn, boost self by 1".


25th of Blathe -- Vizima is four days off. Provisions are running low. Nothing to hunt.
26th of Blathe -- Ambushed. Lost the cauldron to a brigand's battle-axe.
27th of Blathe -- Half an hour is not enough to wash a sallet. I can still smell our "makeshift" stew.
15
Legendary
The Eternal Eclipse
Scenario

Doomed.
Scenario: Progress whenever you play a gold Cultist.
Prologue: Spawn Eternal Eclipse Initiate on this row.
Chapter 1: Infuse all your non-Disloyal Cultists on the battlefield, in your hand and in your deck with "Whenever you play a Cultist, boost self by 1, then increase this value by 1 if it was a bronze".
Chapter 2: Spawn and play Eternal Eclipse Deacon.


For the uninitiated, the Grand Scheme will manifest itself as an avalanche: a series of seemingly insignificant events putting the entire mountain slope in motion to sweep away the ancien régime. Only the madmen and the thorough historians, studying the develompents of these days in retrospect, many decades later, will discover the truth: it was a mechanism as precise as a clock, counting down to the advent of a new world order.
7
Epic
Master of Ceremonies
Human, Cultist

At the start of the game, Infuse 2 random gold non-Cultist units in your starting deck with Cultist category and Infuse them with "After this card is played or Summoned, if you control 3 or more Cultists, damage the lowest-power Infused enemy unit by 3".


With the indepth understanding of both human and heavenly affairs comes the realisation that the Grand Scheme is not a chessboard at all. It is a clockwork.
4
Rare
Eternal Eclipse Deacon
Human, Cultist

Deploy: Infuse a unit in your hand with the Cultist category.
Order: Infuse a unit in your deck with the Cultist category.


Once you see beyond the occult fumes and elitist allure, only then you cease to be a piece and become a player.
5
Common
Eternal Eclipse Initiate
Human, Cultist

Order: Infuse a bronze enemy unit with "Whenever your opponent plays the Cultist, damage self by 1. Deathwish: Spawn a base copy of self on the opposite row, set its power to 1 and Infuse it with the Cultist category".


The air of mystery, the promise of power - enough to obtain a whole set of pawns for your chessboard.
14
Legendary
Renfri
Human, Cursed, Bandit

Deploy: If your starting deck has at least 25 units, Create a curse to replace your leader ability, then Create a blessing and Infuse your leader ability with it.


In this fairytale, the princess and the monster are the same person.
11
Legendary
Eltibald
Human, Mage

Zeal, Order: Infuse an enemy unit with "Whenever your opponent plays a card, damage self by 1".
Cooldown: 3
Whenever you play a Cursed card, reduce Cooldown by 1.


A torturer, a doomsayer, a madman. Eltibald was the first mage to delve into the secrets of the Black Sun curse. He heeded the warnings found in ancient texts and started the widespread hunt for the cursed children. Never hesitated to follow the voice of lesser evil...
6
Rare
Renfri's Gang
Human, Bandit

Deploy: If your starting deck has at least 25 units, Summon all copies of self from your deck to this row.


What would a princess be without seven bloodthirsty henchmen?

DISCOVER NEW MECHANICS

Separator

This card drop comes with new and exciting tools for players to utilize.

Infused

Infused

Status that adds effects or categories to a card. Removing the status also removes all added effects and categories.

Clash

Clash

Units simultaneously damage each other by their power.

Grace

Grace

The first time this unit's power is equal to or higher than the specified amount, trigger the ability. If the condition is already met when it enters the battlefield, trigger it immediately.