Supergirl

Justice League United #3

Justice League United #3The latest issue of Justice League United finds the team on Rann where they must not only save the young child from being corrupted into something true monstrous by Byth but also fix a damaged Zeta-Beam which threatens the lives of thousands. Although Martian Manhunter is able to reason with the child, Byth manages to escape capture and one member of the team will sacrifice himself to stop the Zeta Beam from destroying the city.

Much like the issues which have preceding it, Justice League United #3 works best when playing with the relationships of the new team – particularly the bickering between Animal Man and Green Arrow. The crazy alien space baby storyline hasn’t been as effective but that part of the tale seems to be concluded here.

The death of a major character seems a bit odd, especially as the title hadn’t even had time to properly work Hawkman into the group dymnamic (as nearly all of his storyline was separate from that of the League). I expect him to miraculously return next month (like his severed arm did earlier in the series). Worth a look.

[DC, $3.99]

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Justice League United #2

Justice League United #2With the Justice League team transported to Rann the comic explains how the Ultra Project, meant to bring a group of constantly warring worlds together in peace, has been usurped by a madman who plans to use the product of the genetic experimentation and transform it into the ultimate weapon.

Introducing Supergirl to the team for the first time (but making no effort to explain why she’s not wearing a Red Lantern ring as she has been in her own comic for the past several months), Justice League United #2 gives us the still-not-quite fully-assembled team with more of the Green Arrow and Animal Man banter that so far has been one of its biggest strengths. With Supergirl’s arrival I’m hoping writer Jeff Lemire has plans to develop strong dynamic between the two younger female members as well as Kara may finally find the friend she’s been seeking in Stargirl.

The genetic plot is pretty goofy, but I’m willing to let this opening arc play out and see if Lemire and artist Mike McKone can make it work. Worth a look.

[DC, $3.99]

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Supergirl #29

Supergirl #29Set prior to last month’s issue of Red Lanterns where Kara started the process of beginning to control the rage unleashed by her newest jewelry accessory, Supergirl #29 picks up with the newest Red Lantern completely out of control and her former roommate, who is secretly the Silver Banshee, stepping in to try and stop Kara’s rampage.

Supergirl #29 struggles with selling the idea of Kara as a Red Lantern. While I think ultimate result of her time as a Lantern may help the overall development of the character and lead her to come to terms with feelings she’s suppressed and ignored since her New 52 introduction, I’m not all that keen on watching the journey itself unfold.

Despite once again floating the idea that no Red Lantern can ever remove their ring and survive (something Guy Gardner has already accomplished) we know Kara’s days as a Red Lantern are numbered, and unless someone is going to do full issue of a Kara and Dex-Starr team-up I’ll probably wait until this journey is over before picking up another Supergirl comic. Hit-and-Miss.

[DC, $3.99]

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Supergirl #28

Supergirl #28Finding himself over-matched, crappy New 52 pseudo-Lobo first tries to beat Supergirl and when that fails he tries his best to reason with the extremely pissed-off young woman whose tired of being taken advantage of. The only thing that saves the supremely-awful redesigned character from the ignoble death he surely deserves is Kara’s all-out rage that sets up the next several issues of the title and its tie-in with Red Lanterns.

Putting aside the shittiness that is this version of Lobo, a constant complaint I’ve had with Kara is her propensity to whine (which comes off even pathetic from someone with Superman‘s power set). Apparently that’s not going to be an issue going forward.

Although I’m against throwing a ring on an already super-powered character like Supergirl, I have hopes the experience might give her a bit more perspective once she inevitably returns to normal (and gives her a little bit of Power Girl‘s spunk, which this version of Kara is sorely lacking). And, hey, maybe we’ll get a cameo from Dex-Starr? Worth a look.

[DC, $2.99]

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Supergirl #27

Supergirl #27I’m saddened, but not surprised, by DC refusing to capitalize on the perfect situation to admit a horrific mistake and move on. Last issue ended with Supergirl killing the pointlessly redesigned pseudo-Lobo which I had hoped might mean that DC Editorial had chosen to listen to fan outrage of yet another bastardization of a classic character and carefully orchestrated a way to get rid of the character in a single issue. Nope. At least the art is good.

The “dead” pseudo-Lobo of course comes back to life to cause trouble for Supergirl along with Shay Veritas and the other scientists trapped aboard the dimensionally-trapped Block. The comic also introduces us the ship’s prisoner/passenger with the New 52 introduction of Lady Blaze (who, if possible, interests me less than pseudo-Lobo).

Although I’ve grown to like this depiction of Kara, the comic’s hot-and-cold storylines have been hit-and-miss for me and I have little interest in seeing Kara and pseudo-Lobo, Round 2 after her solar recharge. Maybe I’ll come back for the next arc. Pass.

[DC, $2.99]

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