Written by Peter J. Tomasi; Art by Patrick Gleason, Prentis Rollins and Drew Geraci; Cover by Patrick Gleason and Jesse Delperdang Mongul strikes in this powerful new trade paperback collecting GR...
Written by Peter J. Tomasi Art by Patrick Gleason, Luke Ross, Drew Geraci and Fabio Laguna Cover by Patrick Gleason The war with the Sinestro Corps may have ended, but the Green Lanterns still fa...
In this collection of GL CORPS #1-7, Guy Gardner and John Stewart lead a squadron of Green Lanterns to fight a mysterious force marching across the space sectors and devouring not only their natura...
When the Alpha Lanterns, the internal police force for the Corps, arrest Green Lantern John Stewart for the murder of a fellow Lantern, it sends shock waves throughout the entire Corps-especially s...
The Green Lantern Corps face their greatest threat ever when the Guardians deem them obsolete and raise The Third Army-but in doing so they unleash a far more dangerous threat: the First Lantern. T...
The Guardians are dead, leaving the Corps to fend for itself. Now, it's up to John Stewart to train a group of rookies with deadly foes hot on their tails and rings that aren't functioning properly...
With the Corps under attack by the Khund and the shapeshifting Durlans in stories from GREEN LANTERN CORPS #28-34, GREEN LANTERN #31-33 and GREEN LANTERN CORPS ANNUAL #2, John Stewart must unravel ...
The New Gods are on the march in these stories from issues #35-40 - and the war against the ring-wielders has begun. John Stewart summons a strike team of Green Lanterns to go into battle against t...
Written by Dave Gibbons Art and cover by Patrick Gleason & Prentis Rollins In this new volume collecting GREEN LANTERN CORPS #7-13, Green Lantern Guy Gardner, formerly of Earth, runs afoul of ...
John Stewart, Guy Gardner, Kilowog, and the rest of the Green Lantern Corps are lost in an unknown universe. The Corps will have to rely on a few questionable allies in order make their way home. T...
The newest Earth One original graphic novel is now available in trade paperback with an all-new origin for the Emerald Warrior! Hal Jordan yearns for the thrill of discovery, but the days when astr...
by Chuck Dixon & Ron Marz; art by Damaggio, Rosado, Braithwaite, Banks, & Pelletier; cover by Damaggio & Campanella A handsome collection reprints the earliest teamings of today's inher...
Written by Peter Tomasi Art by Patrick Gleason and Rebecca Buchman Cover by Patrick Gleason The Green Lantern Corps faces the Sinestro Corps in this prelude to BLACKEST NIGHT from issues #33-38 of...
Written by Dennis O'Neil, Alan Moore, Geoff Johns and others Art by Martin Nodell, Irwin Hasen, Gil Kane, Neal Adams and others Cover by Alex Ross The greatest adventures of the Emerald Gladiator,...
Some of DC's most revered team-up tales from the 1970s are presented once more in a new trade paperback as Green Lantern and Green Arrow confront menaces including racism, poverty and drug abuse! C...
The trailblazing GREEN LANTERN/GREEN ARROW epics from the start of the 1970s are collected in a single paperback edition for the first time! Spotlights the art of NEAL ADAMS in stories that tac...
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. '