Tim-21, Telsa, and Quon finally escape the Machine Moon and head out on a quest to find the ancient robot who may hold the key to the Harvesters. Meanwhile Andy and his ragtag team close in on Tim,...
No one can escape DIE until everyone agrees to go home. Or rather, no one can escape DIE until everyone who is alive agrees to go home. The commercial and critical hit second arc of the bleakly rom...
ALL-NEW series created by ROBERT KIRKMAN (THE WALKING DEAD, INVINCIBLE, OBLIVION SONG) and CHRIS SAMNEE (Daredevil, Black Widow)! The one who wields the fire power is destined to save the world, bu...
THE SUPERHERO CROSSOVER EVENT OF 2022! 2021's hottest new superhero RADIANT BLACK launches into his first ever crossover event with the Image Comics debut of INFERNO GIRL RED and the first appearan...
Oliver takes on former Baron Vanish acolytes Wormhole and Silkworm, and no one will go home unchanged. If they even survive the confrontation! Meanwhile, members of The Prestige continue to move th...
The Magic Order has a golden rule: Magic must never be used for personal gain. Anything that smacks of this leads to immediate expulsion, so it breaks the team's heart to find out they have a trait...
The legends are true. The dragon is real. The world is in danger. And now, Owen's old masters have joined him in the fight. Collects FIRE POWER BY KIRKMAN & SAMNEE #19-24.
We're now exploring the FIRST EIGHT YEARS after G-Day, the moment when everyone on Earth got a genie and one wish. Humanity has found new ways to live. Come with us to explore the secrets of HOPE'...
END OF STORY ARC The Department of Truth recruited him. Black Hat tried to flip him. A monster from his childhood came to life to torment him. Cole Turner has been pushed past his limit, and now th...
The Creep scares up two all-new standalone stories in this star-studded anthology based on the hit Shudder TV series. FRANCESCO FRANCAVILLA (Night of the Ghoul, Detective Comics) and L MARLOW FRAN...
DISUNITY," Part Two Our intrepid explorers have fallen into a section of the Undiscovered Country obsessed with the high points of American history, where yesterday is today, the good old days are ...
MINISERIES FINALE The conclusion of the dark fantasy adventure series from Eisner Award-winning writer SKOTTIE YOUNG (I HATE FAIRYLAND, MIDDLEWEST) and artist KYLE STRAHM (SPREAD, UNEARTH) brings T...
From New York Times bestselling writer BRIAN K.VAUGHAN (Y: The Last Man, Ex Machina) and critically acclaimed artist FIONA STAPLES (Mystery Society, North 40), SAGA is the sweeping tale of one youn...
In the dramatic conclusion to our story, everyone wants to get their hands on the Eye of ??r nm l . The outcasts, Star Pilots, and their unlikely allies make a desperate final stand against the ove...
SERIES FINALE The time for second thoughts, insecurities, and doubts is over. Paprika has to face the future that she deserves and dreams of. But she can only do it by burying the past: her father...
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. '