The world is saved again! But now Zan and Jayna must answer to the Justice League for the choices they made in order to save it. Meanwhile, the League of Annoyance is back in action, and Cell Phone...
Colonel 86-the malfunctioning supercomputer that still thinks it's 1986-has taken over the world! As its obsolete memory creates one disaster after another, the Wonder Twins must team up with Filo ...
ABSOLUTE POWER TIE-IN! Meet the new dynamic duo! Wonder Woman teams up with the unlikeliest of allies, Robin, on a top secret mission to save their fellow heroes. Will Damian and Diana's quest to b...
For the first time in months, the entire Young Justice team comes together to face a threat bigger than anything they ve faced before. Just as the team has come to grips with their fractured lega...
Wonder Girl calls Young Justice together to help her with a family problem. Seems the pantheon of Greek gods is having a hard time with some of Cassie s choices. She s taking a stand to change ...
At last, the coolest couple in the DCU gets the spotlight! Tim Drake and Stephanie Brown have sacrificed so much. For each other. For their families. For Young Justice. Now, Tim and Stephanie must ...
This very special issue focuses directly on the friendship at the heart of Young Justice: Conner, Tim, and Bart - a.k.a. Superboy, Drake, and Impulse. As younger men, these three iconic heroes buil...
Now that Young Justice has figured out who the bad guys are, it's time to bring the fight to S.T.A.R. Labs' front door! But the combined forces of Dial H for Hero, the Wonder Twins, Naomi, and the ...
Pull up a chair, ya bastiches it s time for Uncle Lobo s Infinite Hour! It s your chance to let the Main Man Lobo-tomize you with familiar yet freaky stories of the DC Universe, exactly as ...
After encountering Wonder Girl and Artemis, Yara believes now more than ever that she needs to find her lost sisters. Only they hold the answers to the trauma of her past and fear of the future. Is...
Young Justice-lost in the Multiverse! After the explosive conclusion to their Gemworld adventure, the team is having a tough time finding their way back to their Earth. No, we can't tell you where ...
Exiled to a distant planet, the Justice League suspects an impostor in their midst, but not even the next Batman or Green Lantern can find the clues they re looking for. Meanwhile on Earth, the t...
Young Justice returns! Home! To Earth! Finally! Just in time to confront all of their big issues-like S.T.A.R. Labs! Moms and dads! Naomi! Jinny Hex's trunk! And yes, each other! This starts the wi...
NEW VILLAIN ALERT: LIAR LIAR DEBUTS! Random acts of violence are breaking out all over the Earth, and Wonder Woman is closing in on the source. The problem? It looks like a new ally is to blame for...
Meet the rising champion of the gladiatorial pits of Warworld: Superman! The Man of Steel is still down in the pits duking it out with Mongul s hordes and working his way up to the big boss himse...
The last battle against the Batman Who Laughs is at hand the final fight for everything in the universe. And while the night is usually darkest just before the dawn, what would be the last thing ...
Batman. Always. Wins. This irrevocable truth resonates to the very heart of Perpetua s battle with the Batman Who Laughs and when her ally reveals his absolute nature, she will upend this mantr...
Earth is turned upside down, shrouded in a realm of darkness after the Justice League's defeat by the cosmic goddess Perpetua. Now the Batman Who Laughs and his army of Dark Knights rule the planet...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '