The world’s magic is fading, and new enemies have appeared to take advantage of Earth’s weakness. Doctor Fate has assembled the Lords of Order, trapping the magical community on Earth. To save magic, the Justice League Dark must escape Doctor Fate’s snares and fight the Otherkind. But can they do all of that without calling on even more dangerous powers for assistance? Collects issues #8-12 and ANNUAL #1.
New York Times best selling author Jeff Lemire takes over Justice League Dark and just when you thought it couldn't get darker... Vampires across the world have gone berserk, attacking anything with a pulse. Fearing her apocalyptic vision of the future has come to pass, Madame Xanadu mobilizes the team to intervene. But everything the Justice League Dark members know about how to slay a vampire is useless, for the world has changed.
After the events of NO JUSTICE, Wonder Woman guides the misfit team of Justice League Dark against enemies too fantastic for even the Justice League. Plus, what awful things are coming through the Tree of Wonder? Dark days lie ahead in these stories from JUSTICE LEAGUE DARK #1-3 and 5-6.
After the fight with Blight and the Trinity of Sin, Zatanna tries to rebuild the Justice League Dark, but with John Constantine's methods in question, it remains to be determined what his new role in the team might be.
After barely making it out of Atlantis alive, the Justice League Dark regroups and prepares themselves for the ultimate battle for magic against the finest sorcerer to ever live…MERLIN. It’ll take the minds and memories of WONDER WOMAN, RANDHIR SINGH, and an unexpected visitor to unlock the mystery behind the villain’s sudden appearance and what he’s after. Only with that vital information does our team of magical misfits stand a chance at saving the world from a threat the likes of which the Justice League could never survive! You won’t want to miss this oversize tale that’ll affect the future of magic in the DCU for years to come!
Covering genres from adventure and fantasy to horror, science fiction, and superheroes, this guide maps the vast terrain of graphic novels, describing and organizing titles to help librarians balance their graphic novel collections and direct patrons to read-alikes. New subgenres, new authors, new artists, and new titles appear daily in the comic book and manga world, joining thousands of existing titles—some of which are very popular and well-known to the enthusiastic readers of books in this genre. How do you determine which graphic novels to purchase, and which to recommend to teen and adult readers? This updated guide is intended to help you start, update, or maintain a graphic novel collection and advise readers about the genre. Containing mostly new information as compared to the previous edition, the book covers iconic super-hero comics and other classic and contemporary crime fighter-based comics; action and adventure comics, including prehistoric, heroic, explorer, and Far East adventure as well as Western adventure; science fiction titles that encompass space opera/fantasy, aliens, post-apocalyptic themes, and comics with storylines revolving around computers, robots, and artificial intelligence. There are also chapters dedicated to fantasy titles; horror titles, such as comics about vampires, werewolves, monsters, ghosts, and the occult; crime and mystery titles regarding detectives, police officers, junior sleuths, and true crime; comics on contemporary life, covering romance, coming-of-age stories, sports, and social and political issues; humorous titles; and various nonfiction graphic novels.
Transported to another dimension by the Books of Magic, Tim Hunter and Zatanna awake in a world where magic once ruled in peace until mad scientists banned magic and forced all of the magical creatures underground in exile. Tim soon finds out thathis ancestors are tied to this world and that only he, through the Books of Magic, can free the 'Wild World.' Unsure of what transpired when Tim and Zatanna disappeared, the remaining members of JLD, with the help of Tim Hunter's father, manage totransport themselves to the 'Wild World' and soon find that the rules of magic here are very different and very deadly.This volume collects issues #14-21 of Justice League Dark.
Transported to another dimension by the Books of Magic, Tim Hunter and Zatanna awake in a world where magic once ruled in peace until mad scientists banned magic and forced all of the magical creatures underground in exile. Tim soon finds out thathis ancestors are tied to this world and that only he, through the Books of Magic, can free the 'Wild World.' Unsure of what transpired when Tim and Zatanna disappeared, the remaining members of JLD, with the help of Tim Hunter's father, manage totransport themselves to the 'Wild World' and soon find that the rules of magic here are very different and very deadly.
Describes and lists the values of popular collectible comics and graphic novels issued from the 1950s to today, providing tips on buying, collecting, selling, grading, and caring for comics and including a section on related toys and rings.