Follow Raphael on a lone adventure that picks up after issue #150! Plus, stories featuring Mutant Island, Casey Jones, Pepperoni, and the Punk Frogs!In the prelude story “Monster Island,” Old Hob has established a settlement on Mutant Island, but Colonel Wesley Knight is still suspicious and has been monitoring him. Wanting a closer look, Knight finds the bodies of several mutants strung up in spiderwebs on the island!After the events of “The Armageddon Game,” the Turtles have found themselves at a crossroads, attempting to keep their family united while individually feeling the need to break away and explore life in a world that knows about mutants. To clear his head, Raphael jumps on his motorcycle and heads west on a solo road trip with the wind at his back and no destination in mind…until a dormant enemy out for revenge on the Turtles engineers a dangerous detour to Area 51. When Raphael is held hostage with some unexpected old friends, his soul-searching quest mutates into a crisis as he brawls in the desert to keep the E.P.F.’s cache of coveted technology out of the wrong hands. Will Raphael find his new purpose away from his brothers…or just more trouble than he can handle alone in “Ambush at Area 51!” by writer Tom Waltz and artist Vincenzo Federici?Then, in “Casey Jones, Agent of the Foot Clan” by writer Erik Burnham and artist Mateus Santolouco, after the events of The Untold Destiny of the Foot Clan, can Casey tolerate Karai’s descent into ruthlessness, or will he turn his back on the Foot? Also included are two short stories, “Pepperoni on the Side” by writer Paul Allor and artist Jose Jaro, and “Frogs vs. Punks” by writer Caleb Goellner and artists Ilias Kyriazis and Auguste Kanakis.Volume 1 collects "Monster Island" from Teenage Mutant Ninja Turtles: Alpha and Mutant Nation issues #1–5. More than two million Teenage Mutant Ninja Turtles comics have been sold in 2024! Join in on the fun!
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. '