Justice League International #1
In "Born Again," the Justice League International faces a global crisis when three mysterious, super-powered beings emerge without warning and begin dismantling nuclear stockpiles worldwide. As the League moves to intervene, they're blocked by Bialyan authorities who've granted the intruders sanctuary, forcing the team into a tense standoff with no clear path forward. Written by Keith Giffen and J. M. DeMatteis and illustrated by Keith Giffen and Kevin Maguire, with inks by Al Gordon, colors by Gene D'Angelo, and letters by Bob Lappan, this issue features a striking cover by Kevin Maguire and Terry Austin.
In "Born Again," a newly assembled Justice League steps into the spotlight amid public scrutiny and internal friction, their very formation a response to growing distrust. Their first mission—a high-stakes operation to thwart a terrorist threat against the U.N.—tests their unity before they’ve even had a chance to solidify as a team.
In "Make War No More!" from Justice League International #1 (2009), three enigmatic, super-powered strangers appear without warning and begin dismantling the world’s nuclear arsenals. The Justice League moves to intervene, only to be blocked by Bialyan officials 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 contain a nuclear crisis, only to arrive as a plant teeters on meltdown. Facing the Rocket Red Brigade and the desperate stakes of a failing reactor, Jo and the team confront the escalating danger—just as Wandjina steps in to prevent catastrophe, risking everything in the process.
In "Winning Hand," the Justice League grapples with the fallout of Maxwell Lord's meddling when the Royal Flush Gang launches a surprise assault on their headquarters. With Booster Gold leading the charge, the team must work together to stop the remaining threat—the Ace—before the gang’s scheme escalates.
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 draped in an unsettling, monochrome haze. As the heroes navigate the surreal landscape, they must unravel the mystery behind the Gray Man’s strange power before the city itself vanishes into silence.
In "Massacre in Gray," the Justice League faces off against the enigmatic Gray Man in a brutal, high-stakes clash that leaves the team reeling. As their numbers dwindle, Dr. Fate steps in, sealing the Gray Man’s fate by banishing him—and himself—to the realm of the Lords of Order.
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↩ 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), Justice League International #1 (2008)
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