Never the End. A universe of secrets is about to come to light. Batman protects Gotham City from evil. Batman Inc. protects the rest of the known world. But what of the unknown world? What of the a...
Never the End. A universe of secrets is about to come to light. Batman protects Gotham City from evil. Batman Inc. protects the rest of the known world. But what of the unknown world? What of the a...
Scrapper and the cats need to free the strays that SMITE is keeping prisoner and keep the organization from releasing a potion that will turn all the city's animals into mind-controlled minions. A ...
END OF STORY ARC Final issue of first story arc! Haunted by the death and destruction wrought by his own emotions, Dan returns to the temple, where his darkness reveals its true face. Twenty-nine p...
Groups from all sides of the battlefield are starting to converge on the empty Throne of Hell. Meanwhile, Al makes a decision that could affect the course of humanity.
Groups from all sides of the battlefield are starting to converge on the empty Throne of Hell. Meanwhile, Al makes a decision that could affect the course of humanity.
Wallace West and Avery Ho: the young speedsters have been Teen Titans, Justice Leaguers, and above all, members of the Flash Family. As they become aware of mysterious changes happening to the Spee...
Wallace West and Avery Ho: the young speedsters have been Teen Titans, Justice Leaguers, and above all, members of the Flash Family. As they become aware of mysterious changes happening to the Spee...
Superman experiences a breakthrough on his path to recovery with the help of Supergirl, as the Els bond over being survivors living with the guilt of leaving behind doomed planets. Meanwhile, Lois ...
Superman experiences a breakthrough on his path to recovery with the help of Supergirl, as the Els bond over being survivors living with the guilt of leaving behind doomed planets. Meanwhile, Lois ...
After learning of an enslaved race with mysterious ties to Krypton, Superman and the Authority leave earth and travel across the galaxy to liberate Warworld. Think it’s that simple? Think again.Wit...
Bruised and betrayed, Muhammad and the crew return to the fancy part of town for payback-and find themselves in a battle for Blue City's very survival. Everything goes up in flames in the latest fr...
Our intrepid filmmakers turned explorers turned...something else?...have returned home to find only horror and chaos awaiting them. What does it all mean? Can any of it be fixed? Teamwork makes the...
Our intrepid filmmakers turned explorers turned...something else?...have returned home to find only horror and chaos awaiting them. What does it all mean? Can any of it be fixed? Teamwork makes the...
/.../ /Who Are the Vigil?/ /New member The Wild Card file loading... The metahuman group the Vigil seems have to added a fifth member to the group...identity unknown. Powers unknown. Theory is they...
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. '