Summary of “Marc Lemezma’s Card Magic”
Published in 2008 by New Holland Publishers, Marc Lemezma’s Card Magic is a comprehensive guide to card magic, designed for both beginners and enthusiasts. Structured with an introduction and seven core chapters, the book covers the history of playing cards, essential terminology, and a wide range of card tricks—from simple self-working routines to advanced sleight-of-hand techniques—while emphasizing performance tips and underlying principles.
Introduction
The author shares his lifelong passion for card magic, highlighting that successful magic relies on choosing the right trick, method, and presentation rather than just complexity. He notes that even simple tricks can have a powerful impact, and the book aims to provide a foundation in card magic basics and principles.
Chapter 1: What’s on the Cards
- History of Playing Cards: Traces origins to ancient China (9th–10th century paper currency), Islamic influences (13th-century four-suit system), and evolution into the standard 52-card Western deck. Court cards (Jack, Queen, King) reflect social and political contexts, with examples like the Queen of Hearts representing Elizabeth of York.
- Terminology: Defines key terms (e.g., face, suit, index, riffle shuffle, false shuffle, force, sleight of hand).
- Choosing a Deck: Advises on quality (laminated finish, precise edges), size (Poker vs. Bridge), and design (geometric patterns to hide gimmicks), recommending brands like Piatnik and Bicycle.
Chapter 2: As Easy as Ace, Two, Three!
Focuses on self-working tricks requiring minimal skill, ideal for beginners:
- Five Alive: A prediction trick where any chosen pile is revealed as the “five pile” through clever pile setup.
- Double Fun: Uses a “key card” to match a spectator’s chosen card across two shuffled decks.
- Look Who Turned Up!: Relies on the “one-way principle” (odd-numbered cards have directional pips) to identify a chosen card.
Chapter 3: Applied Force
Explores forcing techniques (controlling a spectator’s card choice while appearing to offer free will):
- Force 13: Uses a pre-arranged sequence of 13 cards in CHaSeD (Clubs, Hearts, Spades, Diamonds) order to limit choices.
- The Teller’s Variation: Involves a secret helper (“The Teller”) who “reads minds” via a pre-arranged code.
- A Little Underhand: Combines a “Cut Deeper” force with a blank-faced deck for a three-way prediction.
Chapter 4: It All Adds Up to Magic
Presents math-based tricks to counter the perception that card tricks are “boring”:
- You Better You Bet: A 21-card trick using mathematical principles to locate a chosen card through repeated dealing.
- Even Odder: Uses pairing and counting to make an “odd” card vanish and reappear in the opposite pile.
- A Right Pair: Involves calculations (subtracting 25 from a spectator’s sum) to divine two chosen cards, with suits determined via forced selections from a prepped deck.
Chapter 5: ‘Sleightly Trickier’
Introduces sleight of hand techniques, with tricks building on core moves:
- Control Freak: Uses the “Double Undercut” to control a chosen card to the top of the deck, then forces the spectator to “free” it.
- Lift Up!: An “Ambitious Card” routine using the Shift (moving a card to the bottom), Double-Lift (lifting two cards as one), and Tilt (hiding a card in the middle) to make a card repeatedly rise to the top.
- Double Entry: Combines a false cut and turnover move to sandwich a signed card between two predicted cards.
Chapter 6: It’s All Made Up
Features gimmicked or custom cards for visual and whimsical effects:
- Cheesy: Uses a “short card” (trimmed mouse card) to “find” a chosen card via riffling and scent-based storytelling.
- Stretched: Visually “stretches” a Joker between two Aces using two hidden Jokers and misdirection.
- Cornered!: Burns a torn corner of a chosen card, then reveals a duplicate card with the matching corner using a forced selection and hidden duplicate.
Chapter 7: Killer ‘Kards’
Concludes with powerful, performance-ready tricks for finales:
- Your Choice: Uses three duplicate prediction cards in a wallet and marked/short cards to match a spectator’s freely chosen card.
- Runaround!: A self-working trick where the four Aces rise to the top of four piles after spectator-dealt moves.
- Absolute Absurdity: A comedic “prediction” where the magician claims to match the spectator’s card count, then uses misdirection to count to 18 cards total.
Appendices
- Further Reading and Useful Addresses: Recommends books (e.g., Encyclopedia of Card Tricks) and magic dealers/ clubs.
- Author Biography: Notes Marc Lemezma’s career as a professional magician, writer, and performer for celebrities and royalty.
Key Takeaway: The book balances technical instruction (sleights, forces, math) with performance advice (patter, timing, audience engagement), encouraging readers to adapt tricks to their style. It emphasizes that magic’s impact lies in presentation, not just complexity.
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