Mighty Marvel Masterworks: Doctor Strange #2
☆ Be the first to review + Add to your collection — Join freeIn "The Defeat of Dr. Strange," Steve Ditko and Stan Lee deliver a mind-bending journey as the Sorcerer Supreme tumbles through dimensions after escaping Mordo, landing in a realm ruled by the ruthless Shazana. With Ditko’s striking art and dynamic inks guiding the way, Strange must navigate treachery and ancient magic, using cunning and hidden strength to turn the tide—while the cover by Leonardo Romero captures the clash of power and peril in vivid detail.
In "The Defeat of Dr. Strange," Dr. Strange faces his greatest trial when Mordo, empowered by Dormammu, launches a relentless campaign to destroy him. With his mentor in hiding and spirits hunting him across Tibet and Hong Kong, Strange must outwit his enemies while relying on unlikely allies and his wits to survive.
In the far East, Doctor Strange is on the run from Mordo and his relentless minions, unaware that Mordo’s growing power is tied to Dormammu. With a plane to New York City his only hope, Strange outsmarts the Wraiths by convincing them he’s vanished—just long enough to slip away.
In "Face-to-Face at Last with Baron Mordo!", Doctor Strange returns to his Greenwich Village sanctum only to find it infiltrated by Mordo’s followers. As he navigates the trap-laden sanctum and confronts Mordo—whose power seems unnaturally heightened—Strange begins to unravel a deeper mystery tied to the Ancient One’s final words and the looming presence of Dormammu.
In "A Nameless Land, a Timeless Time!", Doctor Strange finds himself stranded in a realm ruled by the ruthless Shazana, a sorceress who seized power by betraying her mentor. When Shazana mistakes Strange for an ally of her sister, the two clash in a battle of wills and magic—only for Strange to turn the tide by uncovering the hidden source of Shazana’s power and using it to aid the sister’s rebellion.
In "Earth Be My Battleground," Dr. Strange returns to Earth in hiding as Mordo’s spirits close in, forcing him to flee. With Clea drawing Dormammu’s attention by unleashing the Mindless Ones, Strange makes a desperate move—flying into the sun, leaving Mordo uncertain and Strange himself beginning a new quest for Eternity.
In "Eternity Beckons!", Dr. Strange tracks down clues about the cosmic entity Eternity in London, where he meets the reclusive Sir Baskerville—once a disciple of Mordo—only to find himself caught in a web of deception. As Dormammu plots revenge against Clea for freeing the Mindless Ones, Strange uncovers the truth behind Mordo’s rising power, turning the tables with a clever ruse that sends Mordo’s spirits fleeing—just as the sorcerer himself arrives.
In "What Lurks Beneath the Mask?", Doctor Strange races against time to uncover the secret of Eternity, pursued by Dormammu’s schemes and haunted by the Ancient One’s hidden past. With only cryptic clues from the Aged Genghis and a dangerous journey into a forgotten dimension, Strange must confront the limits of his power—and the secrets buried within his mentor’s mind.
In "When Meet the Mystic Minds!", Dr. Strange ventures into the depths of The Ancient One’s unconscious mind, navigating surreal trials to uncover the truth behind Eternity. With only his wits and resolve, he confronts the mind’s defenses, finally reaching his mentor’s innermost consciousness and proving his worth. After emerging from the ordeal, Strange stands atop a Himalayan peak, uttering a spell so powerful it summons a portal—into which he steps, leaving behind only the fading glow of his amulet. Mordo arrives moments later, too late to stop him.
In "If Eternity Should Fail!", Dr. Strange confronts the cosmic entity Eternity in a realm beyond comprehension, where he’s tested not by power, but by purpose. Though Eternity affirms his worthiness, Strange is left shaken when he returns to find his master vanished—only to be drawn into a final, desperate reckoning with Mordo, who declares, “The game is lost!”
In "Beware...! Dormammu Is Watching!", Dr. Strange confronts a chilling revelation: his mentor, the Ancient One, is imprisoned by Dormammu, who forces Clea to witness the inevitable. As Strange battles Mordo in a clash of sorcerous wills, the Dark Lord grows impatient—his patience fraying as Mordo’s resistance defies expectation.
In "The Pincers of Power!", Doctor Strange, Mordo, and the Ancient One are thrust into a neutral dimension by Dormammu, who then summons rulers from other realms to test his might. With Earth's fate hanging in the balance, Dormammu challenges Strange to a duel using only the Pincers of Power—no magic, no spells, just raw skill and will. The battle escalates with brutal precision, but just as Strange gains the upper hand, Mordo’s betrayal looms in the shadows.
In "Let There Be Victory!", Doctor Strange stands against Dormammu in a battle that reshapes the fate of Earth, only to face new threats when Clea is banished and a deadly trap is set by Mordo’s Demon and his disciples. With the Mystic Globe revealing lingering evil and the weight of his mission growing, Strange must press on—unaware of the danger closing in.
In "Those Who Would Destroy Me!", Doctor Strange finds himself trapped in a vulnerable spirit form after a bomb nearly kills him, leaving him powerless against Mordo's minions. With his magic cut off and his mind under siege, Strange must rely on his wits and inner strength to survive—while a mysterious presence searches for Clea, and the Ancient One's spirit remains lost.
In "With None Beside Me!", Doctor Strange fights to reclaim his body and mind after being captured by the Demon and his forces, hiding in a rooftop water tank while his spirit battles to regain control. With the Cloak of Levitation as his only ally and a witch closing in, he must outwit his enemies in a tense, mind-bending struggle—using cunning and magic to turn the tide.
In "Where Man Hath Never Trod!", Doctor Strange is drawn into a distant dimension by Dormammu’s cunning use of Asti, setting the stage for a high-stakes confrontation beyond the bounds of known reality. With the Ancient One’s guidance, Strange must navigate a realm ruled by a being whose senses detect Dormammu’s dark magic—and where a desperate alliance may be the only way to survive. As the final battle looms, both Strange and his foe brace for a clash that could alter the fate of infinity.
In "To Catch a Magician!", Doctor Strange faces off against Mr. Rasputin, a descendant of the infamous mystic with a dangerous ambition to rule through a blend of magic and science. When Rasputin’s plan goes awry and he’s wounded by Strange’s spell, the sorcerer must race to stop him before he strikes again—first from the hospital, then at the very sanctum he’s sworn to protect.
In "The End — At Last!" from Mighty Marvel Masterworks: Doctor Strange #2, Doctor Strange finds himself drawn into a high-stakes mystical duel when Dormammu, empowered by a temporary binding of the cosmic entity Eternity, challenges him across dimensions. As the battle unfolds, Eternity’s sudden liberation throws the confrontation into chaos—leading to a violent clash that reshapes reality itself before Strange is pulled back to safety by the Ancient One.
In "The Wondrous World of Dr. Strange!" from Mighty Marvel Masterworks: Doctor Strange #2, Dr. Strange finds himself caught in a mystical tug-of-war when Xandu’s henchmen come after half the Wand of Watoomb. When Spider-Man intervenes, thinking they’re just burglars, the web-slinger and the Sorcerer Supreme are unexpectedly thrown together in a battle that spans dimensions.
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Reprints
↩ Reprints Strange Tales #130 (1965), Strange Tales #131 (1965), Strange Tales #132 (1965), Strange Tales #133 (1965), Strange Tales #134 (1965), Strange Tales #135 (1965), Strange Tales #136 (1965), The Amazing Spider-Man Annual #2 (1965), Strange Tales #137 (1965), Strange Tales #138 (1965), Strange Tales #139 (1965), Strange Tales #140 (1966), Strange Tales #141 (1966), Strange Tales #142 (1966), Strange Tales #143 (1966), Strange Tales #144 (1966), Strange Tales #145 (1966), Strange Tales #146 (1966)
Reprinted in Marvel Collectors' Item Classics #10 (1967)
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