Showcase Presents: Green Arrow #1
☆ Be the first to review + Add to your collection — Join freeThis massive black-and-white volume collects the earliest Silver Age adventures of Green Arrow (Oliver Queen) and his sidekick Speedy (Roy Harper), drawn from their backup features in Adventure Comics and their own solo stories in World's Finest Comics and The Brave and the Bold. It also includes their team-ups with Batman, Superboy, and Superman (Clark Kent), showcasing the evolution of the archer from a Batman-like crimefighter to a more distinctive character. Spanning the late 1950s through the mid-1960s, this collection is a cornerstone for fans of DC's classic superhero storytelling.
In "The Green Arrows of the World," Green Arrow and Speedy stumble into a strange dimension where they meet Xeen Arrow, a counterpart whose world views the famed Green Arrow's arrows as nothing more than children's toys. With a comet's passage opening a fleeting gateway between worlds, the mystery of the giant arrows on Earth begins to unravel—only for Xeen Arrow to send them back before the rift seals. Written by Ed Herron and illustrated by Jack Kirby, with inks by Roz Kirby, this issue features a striking cover by Lee Elias and Jerry Ordway.
In the surreal reaches of Dimension Zero, Green Arrow and Speedy encounter a world where giant arrows are toys—and meet Xeen Arrow, a mysterious counterpart whose dimension is linked to Earth by a fleeting comet-driven gateway. As the portal begins to close, Xeen Arrow sends them back home, leaving behind the strange truth of how their own world's arrows came to be.
In "The Green Arrow's Last Stand," Green Arrow and Speedy find themselves stranded in a remote valley where a cunning chief and medicine man manipulate a fabricated legend to maintain control over the Sioux warriors. With clever trick arrows and unwavering resolve, Green Arrow confronts the deception, setting the tribe on a path toward freedom.
In "The Green Arrow's First Case," Oliver Queen, stranded on Starfish Island, transforms his isolation into mastery, refining his archery and inventing clever trick arrows. Years later, when an expedition arrives to explore the island, he tests their resolve with a devious ruse using a fake-uranium arrow.
In "The Case of the Green Error Clown," Green Arrow and Speedy find themselves entangled in a circus mystery when a clown who mocks their heroic persona—complete with a green-tinged costume and playful tricks—unexpectedly aids them. With the help of the Green Error’s oddball gadgets, they must track down a group of thieves who’ve stolen the day’s circus receipts, turning a sideshow spectacle into a real-life caper.
In "Alias Chief Magic Bow," Green Arrow and Speedy lend their skills to an Indigenous tribe by pretending to be the legendary Chief Magic Bow, using their specially crafted arrows to perform feats that seem like magic. The story blends adventure and cultural respect as the duo navigate their roles in a way that honors tradition while helping the community.
In "The Amateur Arrows!", Green Arrow finds himself disarmed and outmatched when criminals force him to abandon his quiver—only to turn to an unexpected arsenal: a set of clever, homemade trick arrows crafted by kids at the Green Arrow Camp For Boys. With ingenuity and a little help from youthful creativity, he takes on the crooks in a way that’s as clever as it is surprising.
In "The Crimes of the Clock King," Green Arrow and Speedy face off against a cunning criminal who uses time-based traps and precision to outwit them—until the tables turn when they escape his elaborate lair and finally bring him to justice.
In "The Mighty Arrow Army," Green Arrow and Speedy find themselves stranded in the small nation of Luania when their world tour takes an unexpected turn. Forced to team up with the local military, they face down Dictator Bracato’s invading forces in a fight that tests their skills, resolve, and the power of a united resistance.
In "Doom of the Star Diamond," exiled alien Carthan, stranded on Earth after being banished by his ruler Xandor, sets off a desperate chain of events by activating three machines of destruction that bind him to the planet. With Green Arrow taken hostage, Carthan hopes the Justice League will intervene to deactivate the devices—but whether they can or will remains uncertain.
In "The Too-Old Hero," Patrolman Charlie Donley, reassigned to a desk job due to his age, finds himself pulled back into action when he intervenes to save Green Arrow and Speedy from bank robbers. The story captures a quiet moment of redemption, where experience and determination prove just as vital as youth.
In "Wanted — the Capsule Master!", Green Arrow, Speedy, and the Martian Manhunter race against time to stop the rogue scientist Vulkor from reassembling a dangerous weapon capable of threatening both Earth and Mars. With the fate of two planets hanging in the balance, the trio must unravel Vulkor’s scheme before his plan reaches completion.
In "The Land of No Return," Green Arrow and Speedy find themselves swept into a mysterious fog bank that strands them in a strange, haunting realm where forgotten travelers are trapped—and hunted by the monstrous Gnorl. Stripped of their usual tools and facing an unknown danger, they must navigate a world that feels both eerily familiar and utterly alien.
In "The Senator's Been Shot!", Green Arrow and Batman find themselves ambushed by the menacing Miklos Minotaur while operating under their secret identities, forcing them to confront whether their roles as costumed heroes are truly making a difference. The story explores their moral dilemma as they question if stepping away from the fight might be the more meaningful choice.
ComicBooks.com Value
This exact issue on ebay
More listings for this title
Where to buy
Sell my copy
Have this issue — or a whole collection? Get a fair offer from us, skip the marketplace fees and the hassle.
We Buy Collections ▸Cast · 4 characters
Full credits
Reprints
↩ Reprints Adventure Comics #250 (1958), World's Finest Comics #95 (1958), Adventure Comics #251 (1958), Adventure Comics #252 (1958), World's Finest Comics #96 (1958), Adventure Comics #253 (1958), World's Finest Comics #97 (1958), Adventure Comics #254 (1958), Adventure Comics #255 (1958), World's Finest Comics #98 (1958), Adventure Comics #256 (1959), Adventure Comics #257 (1959), World's Finest Comics #99 (1959), Adventure Comics #258 (1959), World's Finest Comics #100 (1959), Adventure Comics #259 (1959), Adventure Comics #260 (1959), World's Finest Comics #101 (1959), Adventure Comics #261 (1959), World's Finest Comics #102 (1959), Adventure Comics #262 (1959), Adventure Comics #263 (1959), World's Finest Comics #103 (1959), Adventure Comics #264 (1959), World's Finest Comics #104 (1959), Adventure Comics #265 (1959), Adventure Comics #266 (1959), World's Finest Comics #105 (1959), Adventure Comics #267 (1959), World's Finest Comics #106 (1959), Adventure Comics #268 (1960), Adventure Comics #269 (1960), World's Finest Comics #107 (1960), World's Finest Comics #108 (1960), World's Finest Comics #109 (1960), World's Finest Comics #110 (1960), World's Finest Comics #111 (1960), World's Finest Comics #112 (1960), World's Finest Comics #113 (1960), World's Finest Comics #114 (1960), World's Finest Comics #115 (1961), World's Finest Comics #116 (1961), Justice League of America #4 (1961), World's Finest Comics #117 (1961), World's Finest Comics #118 (1961), World's Finest Comics #119 (1961), World's Finest Comics #120 (1961), World's Finest Comics #121 (1961), World's Finest Comics #122 (1961), World's Finest Comics #123 (1962), World's Finest Comics #124 (1962), World's Finest Comics #125 (1962), World's Finest Comics #126 (1962), World's Finest Comics #127 (1962), World's Finest Comics #128 (1962), World's Finest Comics #129 (1962), World's Finest Comics #130 (1962), World's Finest Comics #131 (1963), World's Finest Comics #132 (1963), World's Finest Comics #133 (1963)
Reviews
Reader reviews
No reader reviews yet.