Justice League Adventures #1
☆ Be the first to review + Add to your collection — Join freeThis volume collects the first six issues of the 2004 Justice League Adventures series, a tie-in to the Justice League Unlimited animated universe. It features the newly expanded team—including Superman, Batman, Wonder Woman, and others—as they face threats like the White Martians and the Key, with stories that capture the tone and scope of the cartoon.
In "The Star Lost," four Daxamite survivors of a brutal exile are rescued by the Justice League and brought to Earth, where they gain powerful new abilities. As they struggle to adapt and channel their strength toward justice, the League helps them confront the harsh reality of their home planet and the fight for freedom that still awaits. Written by Fabian Nicieza and illustrated by John Delaney, with inks by Randy Elliott and colors by John Kalisz and Heroic Age, the issue's cover by John Delaney and Rick Burchett captures the weight of their journey.
In "The Star Lost," four Daxamite survivors of a brutal exile find refuge on Earth, where they gain powerful abilities and take up arms to reshape political power. Drawn into the Justice League’s orbit, they face a choice: stay and fight for a new world, or return to their war-torn home and carry the fight for freedom where it began.
In "Wolf's Clothing," the Justice League goes undercover in a high-stakes sting operation, posing as captured heroes up for auction to lure out a network of supervillains. With masks and disguises hiding their true identities, the team walks a fine line between deception and danger.
In "Must There Be a Martian Manhunter?", Jo faces a terrifying threat as Screamthief unleashes fear-born monsters to plunge Metropolis and another city into chaos. When panic spreads, J'onn J'onzz steps in with a bold plan—posing as Superman to calm the frightened crowds and confront the source of their terror.
In "The Moment," Chronos is trapped in a relentless loop, reliving the same tragic fire that claimed his brother, each attempt unraveling time itself. When the Atom and Flash intervene to stop the chaos, they must find a way to restore the timeline before the fracture becomes irreversible.
In "Cold War," the Justice League faces off against General Eklu and his cold-powered allies, who have seized control of Bijouti and turned its people into unwilling soldiers to blackmail the United Nations. With the planet on the brink of permanent frost and its people suffering, the League must stop the ice-wielding villains before the entire region is frozen in silence.
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↩ Reprints Justice League Adventures #3 (2002), Justice League Adventures #6 (2002), Justice League Adventures #10 (2002), Justice League Adventures #11 (2002), Justice League Adventures #12 (2002)
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