Triple Whammy

Effect: A selected card is lost within the deck. A Joker, which is seen to have a corner missing, is removed from the card case. The corner in question is dumped from the case and shown to match the Joker perfectly. The piece is now tabled face-down in plain sight. You now explain that the Joker has been marked for easy identification via the missing index. The Joker will now be used to find the selected card. It is shuffled into the deck and the latter is given a face-down Ribbon Spread. Much to your delight the joker has positioned itself right next to the chosen card! (Whammy #1.) To prove that this was no coincidence both cards are shown and snapped together face-down. Upon being turned face-up the Joker is seen to be completely intact! The chosen card, however, has a missing corner! (Whammy #2.) When the tabled corner piece is turned face-up it is seen to have transformed itself into the corner belonging to the selected card! (Whammy#3.)

Preparation: To make up the effect obtain a Ten.of Clubs and a Joker. Place the Ten faceup on top of the Joker and square them up. Now tear a fairly large piece from the upper right corner of both cards simultaneously, making sure that you tear off at least half of the upper right club pip on the Ten. Toss the corner from the Joker away and note that the torn corner from the Ten also matches the torn area on the Joker perfectly. This is due to the simultaneous tearing. By matching the piece in puzzle fashion and making sure you cover the part of the club pip on the torn corner with your left thumb you can show the Joker together with its apparently matching piece.

Obtain whole duplicates of the Ten and Joker and set your deck as follows: About twenty cards up from the bottom place the whole Joker face-down. On top of the Joker place the torn Ten face-down so that the torn area occupies the upper left corner. Place the intact Ten face-down atop the deck and the deck is ready.

Place the torn Joker inside the card case and drop the torn piece in face-down beneath the Joker. Now fold the lid flap inside the case and firmly against the Joker, which of course goes beneath it. This partitions the Joker and torn piece off from the rest of the deck which is now slid into the case. You may also want to tear the little side tabs off of the case to insure an easy withdrawal of the deck from the case.

Presentation: Slip the deck from the case and thumb through it, being careful not to expose the setup near the bottom. Slip force the Ten of Clubs, instructing your spectator to show the card to everyone in the room excluding you, of course. Turn away while the card is being shown and riffle down the outer left corner of the deck with your left thumb. Due to the missing corner the cards will break right below the Ten as the card acts as a locator or short card. Allow the thumb to count down one more card (this will be the whole Joker) and open the deck at the point just below the Joker. Ask your spectator to replace his card atop the twenty-card packet, burying the chosen card. You may now cut and Hindu Shuffle the deck all you want as long as you don't disturb the critical three cards, all of which lie together.

Table the deck, pull the flap from the card case, and dump out the contents. The Joker should come out face-down, covering the face-down torn piece. Pick up the Joker and show it openly, face-up in the left hand in a Dealing Grip. The right hand picks up the torn corner while the left hand tilts upward so that the back of the Joker faces the audience. The right hand now holds the torn corner in puzzle-piece fashion to the torn section on the Joker. The left forefinger and thumb grip the torn piece so that the thumbtip covers up the partial 10 pip on the corner piece — see Figure 1.

The left hand is now lowered to show, from the face, how good a match the torn corner is. The right hand now grips the torn piece and tables it face-down. The Joker goes facedown atop the face-down deck so that the torn corner is at the upper left. You will now give the deck a few cuts while watching the left corner to make sure that the three special cards remain together. Upon completion of the cutting sequence the three-card group can end up anywhere in the deck as long as it is closer to the top than the torn Joker. You will now thumb through the deck face-down until you come to the torn corner of the Ten of Clubs. Your audience will assume that this is the torn Joker. Set all of the cards above the Ten aside and lay the Ten face-down on the table. (Note: Do not miscall the card as the Joker. In fact don't call it anything or make a big deal of tabling it.) The next two cards are the whole Joker and the whole Ten of Clubs.

With a little bit of build-up execute a Double Lift and reveal what appears to be the chosen card. In reality it is the chosen card with the whole Joker hidden beneath it. Replace the double card face-down and thumb off the top card which, again, is the Joker. As far as your audience is concerned you have merely shown and tabled the chosen card.

You now have two face-down cards on the table, one of which is missing a corner. To prove that the chosen card was found by magic and not coincidence, use the intact card to scoop up the missing corner with your right hand. When the hand has both cards in its possession turn the hand so that the cards are now face-up and execute a two-card Monte spread of the cards; i.e., the right thumb pushes the torn card away as the right fingers pull the whole card inward. Allow the pair to drop to the table revealing a most impossible transposition.

This is an extremely strong effect and may catch a few of your fellow magi off-guard. You now have a restored Joker and a torn Ten. Patter to the effect that the tearing of the Joker never really happened but in fact was just an illusion. In reality, you claim, the chosen card was torn all along which made it easy to find. To prove your outlandish claim allow a spectator to pick up the torn corner and match it to the Ten of Clubs. There is no need to clean up after the effect. In fact you are left with a torn corner card in the deck which could be used as a locator.

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