What does this mean for me? You will always be able to play your favorite games on Kongregate. However, certain site features may suddenly stop working and leave you with a severely degraded experience.
What should I do? We strongly urge all our users to upgrade to modern browsers for a better experience and improved security.
We suggest you install the latest version of one of these browsers:
> *Originally posted by **[aquaquake](/forums/2468/topics/718118?page=1#11292422)**:*
>
> Fear was an alternative way to defeat P2W decks, no wonder they got rid of that.
>
> As for fansite, WMT was a game players were actually passionate about, it was such an amazing game that people put all the work and time into making that fansite... Even now somebody actually revived the fansite purely for nostalgia reasons: http://sobabo.com/kg/
>
> Meanwhile Tyrant Unleashed is just another game where you either pay or quit, there's really nothing to it that would make anyone put an extra effort to it... Back when the game was young and people actually believed this game is a successor to WMT, MarshalKylen made a wiki: http://tyrantunleashed.wikia.com/wiki/Tyrant_Unleashed_Wiki
>
> However soon people realized this game is but a parody of WMT with zero features and absolute P2W, so people lost interest over time and so did MK when he was hired by Synapticon.
>
> These days the only remaining players are us old folks who keep playing for the guild and stuff... Any newbies trying this game usually quit sooner or later once they realize there really isn't much to do here unless you spend cash, so there really isn't much use for a site like that anymore.
More like a way to beat decks, period. As a relative FTPer (I had only a few cheap WB cards, most of my WBs went into energy as I recall), I *despised* Fear because there were a number of Fear spam decks like Tactical Infiltrator spam that required specific decks to counter, though that got easier once Cannon Wall spam was a thing...
That was my main issue with WMT, really, in that the meta had a lot of decks that came down to spams of specific cards, and I disliked the PVP content (other than the "sealed" tournaments which I loved) for that reason, since it was just so... *strict.* If there's one thing I like about TU it's that I rarely see the same card more than twice in a deck, and I rarely see the same deck again. Of course, that in itself is because of something I consider a *flaw* in TU, the pointlessly huge variety of paid cards and the dependency on SP and getting the right base cards to fuse anything decent.
I'm curious what the features are in WMT that you guys most liked. Never played it myself. Maybe devs should implement some in the next Tyrant game.
edit: like the sound of sealed deck. How did it work?
* 'proper' pvp (had debatable flaws)
* demanding factions (which feels relexed in TU, so thats might be a con. But it was a living, breathing thing, were timezones mattered. Like 'do we have ppl on that continent / country, that can deal with their requests?', like in for real, like 'Can we afford to have a war with them at that time? How we can bind them with some busy work when we are asleep?' )
* small numbers (double digit cards looked and felt odd)
edit: sealed .. would translate in TU to: Enlist for 'something'-Box tournament, buy or rent the cards in packs of 8 cards, see, what you can build out of .. 6 packs. Be hooked for like 2hours.
> *Originally posted by **[DuskRaven](/forums/2468/topics/718118?page=2#11294071)**:*
> > *Originally posted by **[aquaquake](/forums/2468/topics/718118?page=1#11292422)**:*
> >
> > Fear was an alternative way to defeat P2W decks, no wonder they got rid of that.
> >
> > As for fansite, WMT was a game players were actually passionate about, it was such an amazing game that people put all the work and time into making that fansite... Even now somebody actually revived the fansite purely for nostalgia reasons: http://sobabo.com/kg/
> >
> > Meanwhile Tyrant Unleashed is just another game where you either pay or quit, there's really nothing to it that would make anyone put an extra effort to it... Back when the game was young and people actually believed this game is a successor to WMT, MarshalKylen made a wiki: http://tyrantunleashed.wikia.com/wiki/Tyrant_Unleashed_Wiki
> >
> > However soon people realized this game is but a parody of WMT with zero features and absolute P2W, so people lost interest over time and so did MK when he was hired by Synapticon.
> >
> > These days the only remaining players are us old folks who keep playing for the guild and stuff... Any newbies trying this game usually quit sooner or later once they realize there really isn't much to do here unless you spend cash, so there really isn't much use for a site like that anymore.
>
> More like a way to beat decks, period. As a relative FTPer (I had only a few cheap WB cards, most of my WBs went into energy as I recall), I *despised* Fear because there were a number of Fear spam decks like Tactical Infiltrator spam that required specific decks to counter, though that got easier once Cannon Wall spam was a thing...
>
> That was my main issue with WMT, really, in that the meta had a lot of decks that came down to spams of specific cards, and I disliked the PVP content (other than the "sealed" tournaments which I loved) for that reason, since it was just so... *strict.* If there's one thing I like about TU it's that I rarely see the same card more than twice in a deck, and I rarely see the same deck again. Of course, that in itself is because of something I consider a *flaw* in TU, the pointlessly huge variety of paid cards and the dependency on SP and getting the right base cards to fuse anything decent.
'required specific decks to counter' you mean like having a Wall? I mean cmon it wasn't as if people were terorrized by the Fear, obviously slowrollers had issues with it but unless you were running Hydraulis with no walls it's not like fear was instant surrender to anyone. If anyone felt abused by Fear he could always pack few more walls and little extra Siphon cards
'disliked the PvP content (other than the "sealed" tournaments)' well that's like saying 'I dislike the Six Flags except for the rides'. **Even the tournaments on their own are the reason Warmetal Tyrant is vastly superior game to Tyrant Unleashed**. Perhaps you also missed the part where WMT had actual *live PvP*? Entire PvP system in WMT was thousand years ahead of TU, and don't even get me started on the fake decks in arena/brawls here.
> *Originally posted by **[d00by0us](/forums/2468/topics/718118?page=2#11294134)**:*
> I'm curious what the features are in WMT that you guys most liked. Never played it myself. Maybe devs should implement some in the next Tyrant game.
>
> edit: like the sound of sealed deck. How did it work?
Geez man there's just so much better about WMT I don't know where to start. I guess it all comes down to WMT being a web game while TU being just a mobile game with a web port.
As for the Sealed Tournaments... I guess I should start at the different pack system - you know how it works here, right? For free players there's one pack, the 'basic pack'. You have to buy ton of them so that you can build a relevant card. Well in WMT in the end there were [15 packs available for F2P players](http://sobabo.com/kg/cardpack_list.php) (16 if you count Apocalypse pack but it was just a fun pack for when the game was ending; there used to be budget Bronze/Silver packs but they were removed later on), all of them had a guaranteed Rare card (they're called 'epic' in TU) which was a ready-to-play competitive card (with 1/8 chance of getting a Legendary card which meant a higher class card back then) with no need of any SP or fusing. You simply had ton of viable cards in your inventory which stayed fresh for months because the powercreep was basically nonexistent compared to TU.
Well the Sealed Tournaments were place where once you paid and entry-fee, you got yourselves 4 of these packs. There were tournaments for each pack, e.g. Nexus sealed tournaments - everyone got 4 Nexus packs, Purity sealed tournie - everyone got 4 Purity packs. Out of these 4 decks you built yourself a complete deck (there used to be Commanders in those packs too) and you immediately could start playing against other players. *Live*. Not just playing against some other AI defense deck like in TU, both of you had a time to think of the strategy. The best thing about it is that everyone had equeal opportunity - there was no difference between F2P or P2W, it was all about having a lucky hand to pick good cards and your skill to build a deck with cards that cooperate with each other.
Once the tournament ended, players were given part of the buy-ins depending on their placement (if the buy-in was Gold then gold, if it was WB then WBs - you could get yourself some extra WBs if you were good. Yeah F2P were given regularly free WBs through daily crates and stuff).
These tournaments were rotating 24/7 so there was always some action to jump in... And it's like tournaments were just tip of the ice berg of the reasons why WMT was so much better than TU... You could call permanent conquest map, achievements, smaller F2P vs F2P gap, F2P being able to buy P2W cards with free WBs, the crafting system, the excting raids and their planning, tons of commanders which actually mattered... But for me it was the core of the game where you could actually create your own strategies rather than just dropping random newest cards in your deck, you actually had to think about how the cards cooperate and stuff.
The major problem is that Tyrant Unleashed has nothing that WMT didn't have. It was closed because devs couldn't figure out how to monetize it better and were scared that people started coming back to WMT once they got tired of TU.
Also to give you an idea of the powercreep, this was one of the strongest cards in the latest pack, the Apocalypse, which had extremelly overpowered cards on purpose because the game was ending already:

After several years of the game's powercreep there still could be a Legendary card which could afford to have Berserk 1 and still be crazy good. The problem with TU is there weren't Berserk 1 cards even when the game started. No wonder cards have 100+ HP now and month old cards are usually obsolete.
Well, to be fair, WMT had flaws. .. the biggest was suffering from account sharing, or when someone had multiple accounts.
That could really mess up faction wars, or tournaments in general.
Since PvP is not existent in TU, there is no problem with account sharing or multiple accounts in TU. (except for the ToS..)
> *Originally posted by **[Zeitvertreibe](/forums/2468/topics/718118?page=2#11296780)**:*
> Well, to be fair, WMT had flaws. .. the biggest was suffering from account sharing, or when someone had multiple accounts.
> That could really mess up faction wars, or tournaments in general.
> Since PvP is not existent in TU, there is no problem with account sharing or multiple accounts in TU. (except for the ToS..)
I mean sure, but it's just... In WMT you have to look hard to find flaws, in TU you have to look hard to find positives...
> *Originally posted by **[Zeckett](/forums/2468/topics/718118?page=2#11297506)**:*
> Why and how did WMT die?
It wasn't profitable enough to warrant keeping up.
And it was vastly more popular than TU, so in order to keep people spending here they shut it down so that people would eventually develop withdrawl symptoms and migrate here as TU is the closest game to WMT.
Good games are an addictive drug.
Yeah it's a shame... I mean, I understand the economic point of view, it's not like it was running at loss but TU had much more profitable system so it's obvious they wanted people to migrate here.
But it didn't exactly work out here either, I mean look at the numbers at brawls, even though they obviously spawn fake accounts to bump the numbers up it's still going down...
Both WMT and TU had problem with fun/profit balance:
**WMT** was fun to play but wasn't profitable enough to keep devs interested
**TU** is profitable enough but isn't fun to play enough to keep players interested
I think that WMT could be softly reworked to become profitable... First off the free WBs were a mistake because F2P could easily get the promo cards if they were active. This discouraged most players from spending a single penny because most people were completely fine with just pimping their deck a little with 1 or 2 cards every now and then. The promo cards should also be slightly stronger, they were pretty much on the same power level as F2P cards which again didn't motivate people enough to buy them. Overall I think the game could really become very profitable if it was more aimed at small spenders - it would simply target at the secondary spending rather than directly buying cards, e.g. more stamina/energy deals, daily quest resets, crafting deals etc.
I understand that it would take a lot of work to transfer the game onto some new system that would be compatible with Kongregate but damn, this site just isn't complete without WMT.
> *Originally posted by **[aquaquake](/forums/2468/topics/718118?page=2#11295356)**:*
>
> 'required specific decks to counter' you mean like having a Wall? I mean cmon it wasn't as if people were terorrized by the Fear, obviously slowrollers had issues with it but unless you were running Hydraulis with no walls it's not like fear was instant surrender to anyone. If anyone felt abused by Fear he could always pack few more walls and little extra Siphon cards
>
> 'disliked the PvP content (other than the "sealed" tournaments)' well that's like saying 'I dislike the Six Flags except for the rides'. **Even the tournaments on their own are the reason Warmetal Tyrant is vastly superior game to Tyrant Unleashed**. Perhaps you also missed the part where WMT had actual *live PvP*? Entire PvP system in WMT was thousand years ahead of TU, and don't even get me started on the fake decks in arena/brawls here.
>
I don't really remember a lot of suggestions for walls that could counter Fear before Cannon Wall showed up. Otherwise you had to make a deck that would counter such low-CD fear and not much else. At least, that was how I remember it. I also remember Fear being reviled a fair amount.
Also, there was quite a bit of PVP, much of it I disliked. I liked the sealed, but other than that there were the tournaments where you used your own decks, and *all of the faction stuff.* Also I am quite aware that there was live PVP, hard to miss, but that's not going to make me like a game mode I dislike in the first place. I only liked the sealed tournaments because it was fun to work with what I was given and I wasn't obligated to make some sort of gimicky deck like the Fear spam or Cannon Wall spam or Mammoth Tank spam or some form of Summon spam...
That was really my main issue with WMT, it was commonplace to see decks composed of many copies of a few cards, wheras I preferred decks that had variety and felt more "natural" to me (my Raider deck, which still wound up being pretty decent except against Fear, had 9 different cards, doubling up only on Mammoth Tank). TU is better about this, though that's probably more because of the difficulty of getting many copies of individual cards, baring the occational Dune Runner or Shock Disruptor spam back when that was a thing.
WMT also had raids and missions that generally required you to cheese the hell out of them with very specific decks, which annoyed me... of course, TU has similarly absurd missions at times, but now it's not exactly practical to get the cards to counter it most effectively. Of course, with TU if you can't beat a raid, just wait a while for the powercreep to render it obsolete...
Also a pro of WMT - took a lot longer for the meta to change or powercreep to happen, and the driving factor of that by the end wasn't new packs, but new upgrades of old cards.
> *Originally posted by **[d00by0us](/forums/2468/topics/718118?page=2#11294134)**:*
> I'm curious what the features are in WMT that you guys most liked. Never played it myself. Maybe devs should implement some in the next Tyrant game.
Aside from what's been mentioned, a lot of the skills had more variety than in TU. I've actually been meaning to write up a thread comparing the skill of WMT to TU, but one of the most notable difference is what I call "conditional skills" that could activate even if the unit's CD was still active - for instance you'd have "Strike All X on Play" (as Extinguisher did), or "Poison X on Attacked" which would actually poison the *attacking unit.* Now at some point that may have gotten out of control, but it really led to a lot of unique units, like [Ospry](http://sobabo.com/kg/card.php?id=4174) which had "Supply 3 [basically Mend but heals itself as well] on Attacked," with the result that every time it was hit by a direct attack (or Swipe) it would heal itself and its adjascent units, and could be quite a pain if not dealt with properly. But in TU it feels like everything has some varying amount of Attack, HP, and CD, with three skills drawn out of a hat. WMT units by contrast felt like they had a lot of thought put into them regardless of whether they were useful or not.
> *Originally posted by **[DuskRaven](/forums/2468/topics/718118?page=2#11299623)**:*
> > *Originally posted by **[aquaquake](/forums/2468/topics/718118?page=2#11295356)**:*
> >
> > 'required specific decks to counter' you mean like having a Wall? I mean cmon it wasn't as if people were terorrized by the Fear, obviously slowrollers had issues with it but unless you were running Hydraulis with no walls it's not like fear was instant surrender to anyone. If anyone felt abused by Fear he could always pack few more walls and little extra Siphon cards
> >
> > 'disliked the PvP content (other than the "sealed" tournaments)' well that's like saying 'I dislike the Six Flags except for the rides'. **Even the tournaments on their own are the reason Warmetal Tyrant is vastly superior game to Tyrant Unleashed**. Perhaps you also missed the part where WMT had actual *live PvP*? Entire PvP system in WMT was thousand years ahead of TU, and don't even get me started on the fake decks in arena/brawls here.
> >
>
> I don't really remember a lot of suggestions for walls that could counter Fear before Cannon Wall showed up. Otherwise you had to make a deck that would counter such low-CD fear and not much else. At least, that was how I remember it. I also remember Fear being reviled a fair amount.
>
> Also, there was quite a bit of PVP, much of it I disliked. I liked the sealed, but other than that there were the tournaments where you used your own decks, and *all of the faction stuff.* Also I am quite aware that there was live PVP, hard to miss, but that's not going to make me like a game mode I dislike in the first place. I only liked the sealed tournaments because it was fun to work with what I was given and I wasn't obligated to make some sort of gimicky deck like the Fear spam or Cannon Wall spam or Mammoth Tank spam or some form of Summon spam...
>
> That was really my main issue with WMT, it was commonplace to see decks composed of many copies of a few cards, wheras I preferred decks that had variety and felt more "natural" to me (my Raider deck, which still wound up being pretty decent except against Fear, had 9 different cards, doubling up only on Mammoth Tank). TU is better about this, though that's probably more because of the difficulty of getting many copies of individual cards, baring the occational Dune Runner or Shock Disruptor spam back when that was a thing.
>
> WMT also had raids and missions that generally required you to cheese the hell out of them with very specific decks, which annoyed me... of course, TU has similarly absurd missions at times, but now it's not exactly practical to get the cards to counter it most effectively. Of course, with TU if you can't beat a raid, just wait a while for the powercreep to render it obsolete...
>
> Also a pro of WMT - took a lot longer for the meta to change or powercreep to happen, and the driving factor of that by the end wasn't new packs, but new upgrades of old cards.
>
>
>
> > *Originally posted by **[d00by0us](/forums/2468/topics/718118?page=2#11294134)**:*
> > I'm curious what the features are in WMT that you guys most liked. Never played it myself. Maybe devs should implement some in the next Tyrant game.
>
> Aside from what's been mentioned, a lot of the skills had more variety than in TU. I've actually been meaning to write up a thread comparing the skill of WMT to TU, but one of the most notable difference is what I call "conditional skills" that could activate even if the unit's CD was still active - for instance you'd have "Strike All X on Play" (as Extinguisher did), or "Poison X on Attacked" which would actually poison the *attacking unit.* Now at some point that may have gotten out of control, but it really led to a lot of unique units, like [Ospry](http://sobabo.com/kg/card.php?id=4174) which had "Supply 3 [basically Mend but heals itself as well] on Attacked," with the result that every time it was hit by a direct attack (or Swipe) it would heal itself and its adjascent units, and could be quite a pain if not dealt with properly. But in TU it feels like everything has some varying amount of Attack, HP, and CD, with three skills drawn out of a hat. WMT units by contrast felt like they had a lot of thought put into them regardless of whether they were useful or not.
I remember Acropolis or Bridge of destiny doing a fair work, or even Command Center early on with a fair 7 HP and a Counter. Shuddering Keep was a good step forward, too. Before Cannon Wall, Worldship pack brought Worldship Beacon for example... The way I remember it, most anything on 1 and mostly 2 delay worked well agaisnt Fear decks
As for the 'gimmicks', yeah at the late stages of the game, Cannon Wall and Summon was a cheap and efficient, but there's never been 'only one way to go' meta perhaps with exception to the first Pyro Rig buff... I used to run mono Righteous and if I recall correctly it worked fine for most part of the game.
Sure there were times when spamming stuff was a good way to go and surely there were plenty of ways to improve, but... Are we really comparing it to TU? A game where you simply have one deck to play which you just update once or twice a month with a newest card? I mean it's not like you play rainbow (which is pretty much the only viable option these days by the way) and then suddenly you realize you want to play mono so you go for it. Unless you have at least a million gold on your hand you aren't going to get far since your 2 months old card are usually outdated so you need to build it from a scratch, and you know how? Usually with 5 copies of the same card which has just been released because other cards are trash at that point. In WMT you had like 5 or 6 gold-purchasable deck slots and you could play a different deck every day because the cards you got a year ago were still viable.
As for the raids, we used to cheese the hell out of our decks, but you know why? Because we ***could***. The game allowed us to experiment with our decks for every situation. Look at which decks you use in TU:
**PvP**: Your deck with newest cards
**Faction War**: Your deck with newest cards
**Raid**: Your deck with newest cards
**Mission**: Your deck with newest cards
**Daily Quest**: Big diversification here, you can use anything you want
Like literally anything you sim, you usually get to play what you already have with minor changes.
Also speaking of diversity... You say TU is better at not having many copies of a few cards. But look at the arena, 90% of F2P decks are rainbow composed of newest cards. Sure everyone has slightly different deck but everyone players pretty much the same. In WMT you could make entirely your kind of deck.
> *Originally posted by **[DuskRaven](/forums/2468/topics/718118?page=2#11299623)**:*
> WMT units by contrast felt like they had a lot of thought put into them regardless of whether they were useful or not.
^so much this
I agree with everyone who said the only reason they play TU is to, in some way, get the nostalgia they felt from the void left by WMT. It was the only reason why I created a Kong. account and what kept me interested in games outside from Steam. The tournaments were amazing and addictive, the cards were great and sometimes even low-end cards could be amazing when spammed (like sunder in ogre spam back in the day). The only thing I disliked and I'm glad they removed in this installation is the RNG regarding to skills. Having your cards miss 5 attacks in a row because the Hatchet has fly was terriby annoying. I do agree Summon broke the game, but even then it was a more balanced game than this and a lot more fun with regards to deck building and PvPs. Not to mention guild wars were a living thing, which relied only in your guild's aggressiveness and desire to hit that highly coveted center tile. Jeez, the memories. RIP WMT
> *Originally posted by **[Reapyasoul](/forums/2468/topics/718118?page=2#11304409)**:*
> I agree with everyone who said the only reason they play TU is to, in some way, get the nostalgia they felt from the void left by WMT. It was the only reason why I created a Kong. account and what kept me interested in games outside from Steam. The tournaments were amazing and addictive, the cards were great and sometimes even low-end cards could be amazing when spammed (like sunder in ogre spam back in the day). The only thing I disliked and I'm glad they removed in this installation is the RNG regarding to skills. Having your cards miss 5 attacks in a row because the Hatchet has fly was terriby annoying. I do agree Summon broke the game, but even then it was a more balanced game than this and a lot more fun with regards to deck building and PvPs. Not to mention guild wars were a living thing, which relied only in your guild's aggressiveness and desire to hit that highly coveted center tile. Jeez, the memories. RIP WMT
Man, I won so many Gold Pack tournies with Hatchet. I had a pool with Atlas Hatchetx2 Sabre(after buff) once. lol
Am I the only person who enjoyed Standard?
I mean I was a spender, so I had 3 standard decks, but it was still one of my favorite memories from WMT. I enjoyed the Push-Pull of choosing a deck, and adapting to the meta.
And playing until dawn.

Image won't load: http://imgur.com/Y6APpcf
> *Originally posted by **[BadMisterFrosty](/forums/2468/topics/718118?page=1#11290869)**:*
> This was overall a very good free to play gamewas overall a very good free to play game. This game was ruined by a faction called better world which violated the terms of service badly, setup an account sharing ring and sucked the life/competive nature of the game. This is in turn drove both new and old players away from the game. Bama4life, Philospher and Seandoughtry86 spear headed this effort to cheat in a very organized fashion, even creating an alliance of factions to protect their interest and ranking in the game.
The cheating started before they played and continued when they weren't around, you're misleadng people because of your own personal agenda. Hilarious you think large portions of the community left because of that when in reality the power creep and horrible pricing were far larger issues.
> *Originally posted by **[BrucieBaby](/forums/2468/topics/718118?page=2#13297909)**:*
> 2 1/2 years later...
Make it 3... please bring back WMT Retro version.
> *Originally posted by **[darkfang77](/forums/2468/topics/718118?page=2#13380479)**:*
> > *Originally posted by **[BrucieBaby](/forums/2468/topics/718118?page=2#13297909)**:*
> > 2 1/2 years later...
>
> Make it 3... please bring back WMT Retro version.
What for? How much it was better than TU?
They even are not able to deal with more modern TU anymore, how they could ressurect outdated and forgotten game. I guess if it would even allowed to do in terms of work expenses it would not be technically possible due to lack of proper environment and ppl who operated it years ago.
I played WMT until the final second on the clock, I abandoned this game shortly after but, I came back a year ago and will likely play this till the end. They both are unique to all others
out there.
> *Originally posted by **[Demonurg](/forums/2468/topics/718118?page=2#13381275)**:*
> > *Originally posted by **[darkfang77](/forums/2468/topics/718118?page=2#13380479)**:*
> > > *Originally posted by **[BrucieBaby](/forums/2468/topics/718118?page=2#13297909)**:*
> > > 2 1/2 years later...
> >
> > Make it 3... please bring back WMT Retro version.
>
> What for? How much it was better than TU?
> They even are not able to deal with more modern TU anymore, how they could ressurect outdated and forgotten game. I guess if it would even allowed to do in terms of work expenses it would not be technically possible due to lack of proper environment and ppl who operated it years ago.
Much better. WMT used to be the most player game on Kongregate and spanned three servers, at it's peak it was just that popular. There were IRC servers for factions in most countries (e.g. German, Russian, US, UK, French factions), and the memes on the forum were almost 4-chan levels.
Sadly, the Devs never realised what a gold mine they sat on and basically kept frustrating the player base by making ridiculously OP p2w card packs (a habit they brought to all their other games) instead of building on a highly loyal playerbase by creating genuinely interesting content.
TU and all its other derivatives are just that, derivatives, the devs have never really improved the issues in the original WM and WMT games, which is why the game is declining (more so now Kong bought out Synapse games).
> *Originally posted by **[Demonurg](/forums/2468/topics/718118?page=2#13381275)**:*
> > *Originally posted by **[darkfang77](/forums/2468/topics/718118?page=2#13380479)**:*
> > > *Originally posted by **[BrucieBaby](/forums/2468/topics/718118?page=2#13297909)**:*
> > > 2 1/2 years later...
> >
> > Make it 3... please bring back WMT Retro version.
>
> What for? How much it was better than TU?
> They even are not able to deal with more modern TU anymore, how they could ressurect outdated and forgotten game. I guess if it would even allowed to do in terms of work expenses it would not be technically possible due to lack of proper environment and ppl who operated it years ago.
I explained in detail why WMT was better than TU. But the m0dZZZ got a lil butthurt, I honestly don't want to write it out all over again. But basically, there will never be a game as popular as WMT ever again.
I miss live pvp so much. Tournaments were amazing, mostly standard since the meta wasnt as limited as sealeds were (still fun though with the right draws).
WB buy in tournaments were also nice and very rewarding. That should have come to TU. Made logging into kong actually fun so you could psyche your opponent out during the battle lol.Would have been awesome to see this concept with TU boxes. Would have given players the chance to try some of them out for a cheap price and possibly win some WBs over time if they were good at them.