Showcase Presents: Justice League of America #1
☆ Be the first to review + Add to your collection — Join freeThis massive black-and-white volume collects the earliest Silver Age adventures of the Justice League of America, reprinting their debut in The Brave and the Bold #28 through Justice League of America #30, plus early appearances from Mystery in Space and other titles. It showcases the team's formation and classic battles against villains like Starro, Despero, and the Crime Syndicate, all in DC's budget-friendly Showcase Presents format.
In "Starro the Conqueror!", a frantic Peter the Puffer Fish warns Aquaman of an alien invasion led by the starfish tyrant Starro, who’s turned three ordinary starfish into his mind-controlled enforcers. With Earth under threat, Aquaman rallies Wonder Woman, Superman, Green Lantern, Batman, the Flash, and J’onn J’onzz—only for Superman and Batman to be otherwise occupied. The remaining heroes split into teams to confront the alien menace before it’s too late.
In "Starro vs. Wonder Woman and John Jones," the Amazon warrior and the Martian Manhunter race to rescue a group of Earth scientists held captive by a rogue Starro lieutenant. As they unravel the alien's plan, they uncover a chilling ability: the lieutenant can share stolen knowledge and powers—now enabling Starro to unleash devastating nuclear blasts.
In "Starro vs. the Flash!", the Flash races against time in Happy Harbor, where a Starro duplicate has taken control and the townspeople lie under its mind-altering influence—except for one defiant teenager. With the help of a reluctant ally, Flash confronts the alien threat, uncovers the location of the real Starro, and prepares for a final confrontation that will test his speed and resolve.
In "Starro vs. Justice League of America," the alien menace Starro unleashes his mind-control powers on the Justice League, turning the tide of battle—until Flash and Green Lantern spot a crucial clue: Snapper is immune, shielded by a layer of lime. With quick thinking and a dash of luck, the team uses barrels of lime to neutralize the invader, turning the tables in a moment of clever, action-packed teamwork.
In "Challenge of the Weapons Master!", Xotar, a warrior from the distant future, journeys to the present day armed with ancient weapons and a cryptic book claiming he once bested the Justice League. He tests each weapon against the heroes, seeking the one powerful enough to overcome the Intersolar Police in his own time—only to find the League ready for every challenge.
In "Case of the Stolen Super-Powers!", the Justice League finds their abilities mysteriously stripped as a string of bizarre thefts—catfish and cicadas in Europe—point to a deeper conspiracy. With clues leading to long-lived creatures and a mysterious foe who mimics their powers, the team must confront Amazo, a synthetic threat with a dangerous connection to a scientist's quest for immortality.
In "The World of No Return!", The Flash faces off against the alien warlord 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 could mean the difference between salvation and annihilation.
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 malfunction. With time running out and technology at a standstill, the heroes must trust a wizard from another realm to save the world they’ve sworn to protect.
In "The Slave Ship of Space!" from Showcase Presents: Justice League of America #1, Kanjar Ro holds Earth hostage, freezing its population in place and forcing the Justice League to confront his ancient foes—Kromm, Hyathis, and Sayyar—by making their voices the only key to freeing the world. With the fate of millions hanging on a single, chilling chant, the heroes must navigate a deadly game of survival and sacrifice.
In "Doom of the Star Diamond," exiled alien Carthan, stranded on Earth after being banished by his ruler Xandor, tries to reach out to the Justice League through desperate means. Trapped by three machines of destruction that bind him to the planet, he takes Green Arrow hostage, hoping the League can deactivate the devices and set him free.
In "The Wheel of Misfortune!", Professor Amos Fortune wields the Stimoluck device to manipulate fate itself, turning the tables on the Justice League as they face an onslaught of bad luck while he remains blessed beyond belief. With luck defying all odds, the heroes must find a way to counter his power before his scheme spins completely out of control.
When Snapper Carr and his date Midge get trapped in a bizarre, otherworldly fun-house in Happy Harbor, the Justice League steps in to save them—only to find the heroes themselves are soon replaced by shape-shifting aliens from Angellax.
When Superman and Batman are trapped in Dimension X, petty crook Pete Ricketts stumbles upon a mysterious ray that lets him turn the Justice League into mind-controlled thugs—then puts them up for sale to the highest bidder.
In "The Fantastic Fingers of Felix Faust!", the Justice League finds themselves trapped in a twisted game of time and magic when the enigmatic Felix Faust manipulates them into hunting down the Red Jar of Calythos, the Green Bell of Uthool, and the Silver Wheel of Nyorlath—three artifacts key to freeing the ancient Demons Three. As the Lord of Time unleashes warriors from across history to steal for him, the League must confront their own unraveling, all while under Faust’s eerie command.
In "The Last Case of the Justice League!", Snapper Carr is pulled into the Justice League Sanctuary with a desperate plea: Dr. Light claims he’s trapped the entire League in a surreal, unreachable dimension. Before Snapper can process the truth, Light freezes him solid—leaving the fate of the heroes and the mystery of the dimension unresolved.
In "The Riddle of the Robot Justice League!", the League is summoned by the enigmatic Sforll to confront a cosmic threat: Zed Brann, who seeks to drain the universe’s vita-matter. To test their resolve, they must battle perfect robot duplicates of themselves—each a mirror of their own power and will—before the fate of reality is undone.
In "The Menace of the 'Atom' Bomb!", the Justice League welcomes The Atom into their ranks—though none of them have ever seen him. When the team investigates a mysterious threat in Ivy Town, they’re ambushed and captured by Mister Memory, leaving only The Atom, who’s lost his memory, to uncover the truth and free his teammates.
In "The Challenge of the Untouchable Aliens!", Superman and Wonder Woman race to protect the Satellite Sky Fortress from a deadly threat, only to discover a cannon aimed at Central City. When The Flash spots the danger, the duo acts fast—destroying the weapon and calling upon the Justice League to investigate a global mystery: stone giants that defy all touch.
ComicBooks.com Value
More listings for this title
Where to buy
Read it digitally
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 ▸Full credits
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), Mystery in Space #75 (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)
Reviews
Reader reviews
No reader reviews yet.