Gorilla Grodd is after Central City's Speed Force, but the one thing Barry Allen can't outrun is the truth, and his nemesis knows a terrible secret about the Fastest Man Alive. As Barry battles Gro...
In these tales from THE FLASH #36-40 and SECRET ORIGINS #7, The Flash is trapped in a bizarre lost land terrorized by castaways from the past, present, and future-and that leaves Central City witho...
Frank Miller (W) Simon Bisley (A) Cover: Frank Miller Bad Boy features Jason, a little boy who comes to realize his parents aren't his parents, and that he's part of a sterile experimental communit...
One of the biggest Flash adventures starts here, with a special story starring the classic Wally West, who's conflicted over whether to let Iris West know he is alive--and he'll need the help of th...
Creative Director ORSON SCOTT CARD Written by AARON JOHNSTON Penciled by GIANCARLO CARACUZZO Covers by BILLY TAN & BRYAN HITCH The never-before-told prequel to ENDER'S GAME! An unidentified shi...
In the aftermath of his clash with Zoom from issues #48-52, The Flash is on the run from the law-and the task force charged with arresting him is made up of the Rogues! With villains like Captain C...
Wally West is ready to call it quits. After a tumultuous and traumatic few years from DC Universe: Rebirth to Heroes in Crisis to Dark Nights: Death Metal, the former Kid Flash is ready to walk, no...
In these stories from THE FLASH #52-57, Barry Allen races to the House of Heroes at the center of the Multiverse to meet with the Flashes of 52 worlds for info on the new forces he's recently encou...
Art by Will Conrad, Christian Duce, Fernando Pasarin, Brent Peeples, and Matt Ryan Leaving past mistakes behind and racing into the future, Wally West returns as Central City's Scarlet Speedster! N...
Following 'Flash War,' Barry Allen remains the Flash, but he's no longer the Fastest Man Alive! With Hunter Zolomon on the run, and new forces such as the Strength, Sage and Still forces unleashed ...
Barry Allen and Iris West take a vacation, but their relaxation is cut short when their cruise ship is attacked by King Shark! Can the Fastest Man Alive save a sinking ship when there's no land in ...
Barry arrives back home from his Force Quest to discover something in his city is...off. The people of Central City are all acting strangely, even those closest to him. He better figure things out,...
Collecting the debut story arc by superstar comics writer Geoff Johns from THE FLASH #164-169! Wally West finds himself without his super speed in a darker, mirror version of Keystone City. Can a ...
In this tale from the early days of Barry Allen's heroic career, can he master his new super-speed powers and be the hero his city needs...or will the powers burn his lift out? His struggles lead h...
Go back to the very beginning of Barry Allen's heroic journey in THE FLASH: YEAR ONE! Barry Allen feels helpless in his life in Central City. As a forensic scientist, he's always catching criminals...
Forming a Legion of Zoom including Captain Cold, the Turtle, Gorilla Grodd, and the Trickster the Reverse-Flash sets out to not only beat Barry Allen, but also assume his life! Can the Fastest ...
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '