PART TWO OF DAY FOR NIGHT! Escape from Earth-Three! Superman and Batman are trapped on a parallel world where evil reigns, facing their counterparts Ultraman and Owlman...and their powerful allies....
WELCOME TO THE PITT! With powers seemingly unmatched, KORVAC keeps our heroes trapped within Battleworld. But Hank Pym has a plan: recruiting KEN CONNELL, THE STAR BRAND! Only problem is…can Star B...
PART TWO OF STANDOFF IN SKARTARIS! Batman and Travis Morgan, the Warlord, must work together to combat the greatest threat to this underground kingdom--the Tyrannosorcerer! But where is Superman? I...
OVERSIZE ANNIVERSARY ISSUE! This issue features an adventure so big, not only are Robin, Supergirl, Jimmy Olsen, Batgirl, and the rest of the Super-Bat Family joining in but Dan Mora makes his retu...
EVIL TIMES TWO! Lex Luthor and The Joker have joined forces once again, but this uneasy alliance hinges on a crucial outcome: the final defeat of both Batman and Superman. Why else would the most b...
LUTHOR AND JOKER'S TEAM-UP KICKS IT UP A NOTCH! In order to defeat the Joker/Luthor team, Batman and Superman may have to ask for a little help from their friends--if they still have any after the ...
OVERSIZE ANNIVERSARY ISSUE! This issue features an adventure so big, not only are Robin, Supergirl, Jimmy Olsen, Batgirl, and the rest of the Super-Bat Family joining in but Dan Mora makes his retu...
ENTER: THE CRIME SYNDICATE! They are the finest duo in the world--but which world? Forget Batman and Superman--welcome to a chilling tale starring their evil Crime Syndicate doppelgangers, Ultraman...
FUSION VS. MERGER! The combined might of Batman and Superman faces off against the combined might of The Joker and Lex Luthor in the knock-down, drag-out brawl of a conclusion to The Merger! Someon...
PLAY BALL! Superman, Batman, and their fellow Justice Leaguers are forced to compete in Hell for the souls of all humanity--in the wildest baseball game of all time! Billions of lives depend on an ...
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. '