Justice League of America: The Silver Age Omnibus #1
☆ Be the first to review + Add to your collection — Join freeThis massive omnibus collects the earliest Silver Age adventures of the Justice League of America, reprinting their debut in The Brave and the Bold #28 and subsequent appearances through Justice League of America #30. Featuring the founding seven heroes—Superman, Batman, Wonder Woman, Aquaman, The Flash, Green Lantern, and the Martian Manhunter—these stories by writers like Gardner Fox and artists like Mike Sekowsky established the team as a cornerstone of DC's superhero universe. The volume includes classic battles against villains such as Starro the Conqueror, Despero, and the Crime Syndicate, presented in a restored, oversized hardcover format.
"Starro the Conqueror!" kicks off the Justice League of America: The Silver Age Omnibus #1 with a classic tale from writer Gardner Fox and artists Mike Sekowsky and Bernard Sachs, lettered by Gaspar Saladino. When the League’s powers vanish and bizarre thefts of long-lived creatures begin, Flash and the team uncover a sinister plot tied to immortality—leading them into a trap set by Amazo, the android who steals their abilities and takes them to Professor Ivo’s lab. The cover by Mike Sekowsky and Murphy Anderson captures the tension of the moment, making this a must-have for fans of the original JLA run.
In "Starro the Conqueror!" from Justice League of America: The Silver Age Omnibus #1, Aquaman races to stop a giant alien starfish that’s unleashed three Earth-sized duplicates to overrun the planet. With the JLA split across the globe, each hero faces a starfish with a unique threat—Flash uncovering a shocking vulnerability in Happy Harbor, where only Snapper Carr remains uncontrolled, his immunity tied to a simple lime coating. The heroes must piece together the truth before the starfish’s influence spreads further.
In "Challenge of the Weapons Master!", the time-traveling warrior Xotar arrives from 11,960 to test four ancient weapons against the Justice League, seeking the one capable of overcoming the Intersolar Police of his era. With each challenge, the League stands firm, turning his trial into a test of both power and resolve.
In "Case of the Stolen Super-Powers!" from Justice League of America: The Silver Age Omnibus #1, the League's sudden loss of powers leads Flash to uncover a bizarre theft involving a European catfish and a cicada—clues pointing to a deeper mystery. As the JLA investigates other long-lived creatures, they're confronted by Amazo, who drains their abilities and takes them to Professor Ivo’s lab, where a dangerous immortality serum is nearly complete.
In "The World of No Return!", The Flash faces off against the alien tyrant Despero in a high-stakes, mind-bending game that could determine the fate of the Justice League and the people of Kalanor—where every move might be their last.
When every machine on Earth suddenly fails, the Justice League turns to the legendary Merlin, pulled from the Magic Dimension, to uncover the source of the mysterious disruption. With time running out and technology at a standstill, the heroes must trust an ancient sorcerer to unravel a threat that defies science.
In "The Slave Ship of Space!", Kanjar Ro traps the Justice League in a desperate gambit: he freezes Earth’s population motionless and demands their help to defeat his foes—Kromm, Hyathis, and Sayyar—by having them utter his name in unison. With time running out and the planet suspended in stillness, the heroes must navigate a high-stakes test of will and unity.
In "Doom of the Star Diamond," Carthan—exiled from his world Dryanna by ruler Xandor—struggles to reach the Justice League from Earth, where he’s trapped by three machines of destruction. With Green Arrow taken hostage, he hopes the League can deactivate the devices and set him free, but the situation grows more desperate with every passing moment.
In "The Wheel of Misfortune!", Professor Amos Fortune wields the mysterious Stimoluck device to bend fate in his favor, turning the tables on the Justice League as they face a bizarre twist: their own luck has gone horribly wrong. With every move they make, things go awry—while Fortune’s schemes unfold with uncanny precision.
When Snapper Carr and his date Midge stumble into the bizarre new fun-house in Happy Harbor, they’re soon rescued by what they think are members of the Justice League—only to find the heroes have been replaced by sinister aliens from Angellax.
When Superman and Batman are trapped in Dimension X, petty crook Pete Ricketts stumbles upon a mysterious ray that twists the Justice League into a gang of mind-controlled criminals—then puts them up for sale, turning the world’s greatest heroes into a high-stakes auction item.
In "The Fantastic Fingers of Felix Faust!", the Justice League finds themselves caught in a twisted game of time and magic when the enigmatic Felix Faust manipulates them into hunting down the relics needed to free the ancient Demons Three—Red Jar of Calythos, Green Bell of Uthool, and Silver Wheel of Nyorlath. As the Lord of Time sends warriors from across history to steal the artifacts, the League is forced to confront not only external threats but the eerie control of a foe who turns heroes into his unwilling pawns.
In "The Last Case of the Justice League!", Snapper Carr is pulled into the Justice League Sanctuary under mysterious circumstances, only to confront Dr. Light, who claims he’s trapped the entire League in a surreal, unreachable dimension. With time running out and the sanctuary itself turning against him, Snapper must uncover the truth before he’s frozen in place—just as the League’s legendary resourcefulness begins to make its move.
In "The Riddle of the Robot Justice League!", the League is whisked to Sforll’s fortress, where they face a chilling challenge: battle robot versions of themselves to stop the villain Zed Brann from siphoning the universe’s vita-matter. With their own powers turned against them, the heroes must outthink their mechanical doubles before reality itself unravels.
In "The Menace of the 'Atom' Bomb!", the Justice League elects the Atom as a member—only to realize they have no memory of who he is. When Green Lantern’s Power Ring reveals the truth, the team races to Ivy Town, but the Atom himself suddenly loses his memory too. Trapped in a mystery of forgotten identities, he’s the only one who can unravel the scheme of Mister Memory and his de-memorizer before the League is lost to oblivion.
In "The Challenge of the Untouchable Aliens!" from Justice League of America: The Silver Age Omnibus #1, Superman and Wonder Woman rush to save the Satellite Sky Fortress from a deadly threat, only to discover a cannon trained on Central City. As The Flash spots the danger, the duo dismantles the weapon and calls the Justice League to investigate a global mystery: stone giants that defy touch, scattered across the world and seemingly immune to all attacks.
In "The Super-Exiles of Earth!", the Justice League finds themselves framed by their own evil counterparts—manifestations of their deepest dreams—after being exiled from Earth for crimes they didn’t commit. As the heroes race to prove their innocence, they must confront the twisted reflections of their inner selves before the dream-beings consume reality.
In "The Mystery of Spaceman X!", Superman faces off against an alien who wields a colossal spaceman suit to siphon disaster-energy and grow invincible—until the Man of Steel finds a way to sever their bond. A classic Silver Age tale of cosmic menace and heroic resolve, this 24-page adventure delivers a thrilling clash of wills and a clever twist on power and vulnerability.
In "Crisis on Earth-One!", the combined might of Earth-1 and Earth-2’s most notorious villains launches a cross-dimensional scheme, using the other Earth as a refuge. With the Justice League of America trapped in their own base, the heroes call upon their older counterparts—the Justice Society of America—to take up the fight, leading to a thrilling swap of heroes across realities.
In "Crisis on Earth-Two!" from Justice League of America: The Silver Age Omnibus #1, the Justice League of America and the Justice Society of America face off against their respective foes on parallel Earths—until a mysterious force strands them in space, trapped in cages. With teamwork and grit, they break free and turn the tide against the assembled villains.
In "Drones of the Queen Bee!" from Justice League of America: The Silver Age Omnibus #1, the JLA faces a cunning foe when the Queen Bee uses her web of control to force them into gathering rare elements for an immortality potion—only to discover her true intentions run deeper than mere survival. With the League caught between duty and defiance, the line between ally and enemy blurs as they race to stop her from completing her dark design.
In "Decoy Missions of the Justice League," Kanjar Ro exploits his newfound ability to project aural duplicates, using them to trick the Justice League into falling into his traps while he remains safely imprisoned. With the help of Adam Strange, the League must untangle illusion from reality before the deception leads to disaster.
In "Outcasts of Infinity!" from Justice League of America: The Silver Age Omnibus #1, the Justice League answers a desperate call from three stranded Sfarlian scientists, only to find themselves caught in a cosmic chain reaction after their homeworld vanishes. As the League follows the refugees to the hidden realm of Kraad—the enigmatic force behind the Sfarlians' stolen energy—they face a terrifying test of unity and survival.
In "Four Worlds to Conquer!", Despero escapes captivity, ages half the Justice League, and sends the rest to alternate realities. When he attempts to impersonate an aged Superman, Wonder Woman uses her magic lasso to expose him and restore her teammates.
In "The 'I' Who Defeated the Justice League!," an extradimensional entity disrupts the Justice League’s efforts, siphoning their success to sustain itself. When Snapper suggests reactivating Amazo—whose powers now mirror the team’s own—the League must confront the android’s growing threat while unraveling the mysteries of the crimes left unsolved in the entity’s wake.
In "The Case of the Forbidden Super-Powers!," Headmaster Mind unleashes chaos by weaponizing natural disasters tied to the Justice League's use of their powers. With Batman and Green Arrow struggling to stop his students—Matter Master, the Tattooed Man, and the Top—without relying on their own abilities, the rest of the League must rise to the challenge, testing their limits in a world where power is forbidden.
In "Crisis on Earth-Three!" from Justice League of America: The Silver Age Omnibus #1, the Crime Syndicate—bored with their reign of tyranny on Earth-3—cross over to the JLA’s world after Ultraman’s accidental exposure to Green Kryptonite unlocks a strange new power. With the Justice League struggling to adapt, the Syndicate traps them on their home Earth, where they hold the upper hand, and now set their sights on Earth-2 to eliminate the Justice Society of America.
In "The Most Dangerous Earth of All!", the Justice League of America races to save Earth-2 from the Crime Syndicate’s brutal takeover, while the Justice Society of America is trapped in a dimensional prison orchestrated by their evil counterparts. With the fate of two worlds hanging in the balance, the heroes must outthink their twisted doppelgängers before the Syndicate’s plan collapses reality itself.
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Reprints
↩ Reprints The Brave and the Bold #28 (1960), The Brave and the Bold #29 (1960), The Brave and the Bold #30 (1960), Justice League of America #1 (1960), Justice League of America #2 (1960), Justice League of America #3 (1961), Justice League of America #4 (1961), Justice League of America #5 (1961), Justice League of America #6 (1961), Justice League of America #7 (1961), Justice League of America #8 (1961), Justice League of America #9 (1962), Justice League of America #10 (1962), Justice League of America #11 (1962), Justice League of America #12 (1962), Justice League of America #13 (1962), Justice League of America #14 (1962), Justice League of America #15 (1962), Justice League of America #16 (1962), Justice League of America #17 (1963), Justice League of America #18 (1963), Justice League of America #19 (1963), Justice League of America #20 (1963), Justice League of America #21 (1963), Justice League of America #22 (1963), Justice League of America #23 (1963), Justice League of America #24 (1963), Justice League of America #25 (1964), Justice League of America #26 (1964), Justice League of America #27 (1964), Justice League of America #28 (1964), Justice League of America #29 (1964), Justice League of America #30 (1964), Justice League of America Archives #3 (1994), Justice League of America Archives #4 (1998)
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