Justice League International #1
"Born Again" kicks off a bold new era for the Justice League International, as three mysterious, super-powered figures emerge without warning and begin dismantling global nuclear arsenals. With the League racing to intervene, they’re blocked by Bialya’s government, which has granted the trio sanctuary—leaving the heroes caught between stopping a potential catastrophe and respecting sovereign authority. Written by Keith Giffen and J. M. DeMatteis, with dynamic art by Keith Giffen and Kevin Maguire, and stunning cover by Kevin Maguire and Terry Austin, this 2008 launch blends high-stakes action with complex moral dilemmas.
In "Born Again," a newly assembled Justice League steps into the spotlight amid public skepticism and internal rifts, testing their unity before they even face their first real challenge. When a terrorist threat targets the U.N., the team must prove they’re more than just a symbol — they’re a force capable of protecting the world, even when trust is in short supply.
In "Make War No More!" from Justice League International #1 (2008), three enigmatic super-powered beings descend without warning, systematically dismantling the world’s nuclear arsenals. As the Justice League moves to intervene, they’re blocked by Bialyan forces who’ve granted the trio sanctuary—leaving the heroes caught between stopping a global threat and respecting sovereign authority.
In "Meltdown," the Justice League International races into Russia to stop a nuclear plant meltdown, only to arrive too late—just as the Rocket Red Brigade struggles to contain the crisis. With the situation spiraling, the enigmatic Wandjina steps in, risking everything to avert catastrophe, pushing their limits in a desperate bid to save lives.
In "Winning Hand," the Justice League finds their meeting disrupted when the Royal Flush Gang launches a surprise assault on their headquarters. As tensions rise over Maxwell Lord’s influence, the team must quickly regroup—Booster Gold takes down most of the gang, but it’s only through their combined effort that the final member, the Ace, is finally brought down.
In "Gray Life, Gray Dreams," Dr. Fate’s capture by the enigmatic Gray Man sends the Justice League racing to Stone Ridge, VT—only to find the town eerily reshaped, its streets and sky swallowed by an unsettling, monochrome haze. The League must navigate a world where reality itself feels thin, chasing a mystery that blurs the line between mind and memory.
In "Massacre in Gray," the Justice League faces off against the enigmatic Gray Man, a foe whose power leaves them overwhelmed one by one. As the battle turns dire, Dr. Fate steps in, sealing the Gray Man away in the realm of the Lords of Order—leaving the fate of both warrior and hero uncertain.
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Reprints
↩ Reprints Justice League #1 (1987), Justice League #2 (1987), Justice League #3 (1987), Justice League #3 (1987), Justice League #4 (1987), Justice League #5 (1987), Justice League #6 (1987), Who's Who: Update '87 #3 (1987), Justice League International #7 (1987)
Reprinted in Justice League International #1 (2009), Justice League International Omnibus #1 (2017), Justice League International #1 (2020)
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