This is a two-card haunted deck. The deck cuts itself to find the first card. It is set aside. As I go to find the second card, the first one suddenly jumps and is revealed to have changed into the second card. SPOOKAY.
I really like this idea. It's fun to perform. I had a different handling I was showing around for a while as a concept and tried to make the handling "super original", but it just didn't translate as well as I wanted it to. So eventually it became this simpler version.
Set up: reverse breather crimp the bottom card.
Start by having two specs select one card each. As they memorize their cards, give the deck an overhand shuffle and aim to bring the inverse breather somewhere near the top, maybe within 10 cards or so.
Cull the crimped card as you spread to have a spec return their card. Cull this card under the crimped key. Then spread more and collected the other card about 2/3's way down. No need to cull this time, but make sure when you close the deck the second selection and key goes on top of the first selection.
Check point from top of deck: 2/3's of the deck, reverse crimped key, selection, selection, remaining 1/3 of the deck.
Now you'll do the classic haunted deck in your hands with a crimped key method. Hold your hand flat and tilt slightly. The key card will start sliding along with all the cards above it. If you haven't tried this before, it'll take some getting use to controlling the speed. Obviously you don't want it to be quick. You can even get it to stop and go:
A new deck won't work as well and neither will a worn out deck. You need enough slipperiness for the crimp to move but also enough stickiness for the cards above to to stay together.
After the animation, pick up the key and all the cards above it and place them on the table. Execute a double with the top two cards of the packet left in your hand. You've found the first selection.
Turn the double over and take the top card (other selection) with your free hand, and then place the remainder of the deck on top of what's already on the table. At this point, if you can do the next move without switching hands, just do that. If you're like me and need to switch hands, then I do this:
You're going for the second card now. Start to get into finding the next card and start hovering my free hand over the deck. Make a "pushing motion" and see that nothing is happening. Then transfer the card from one hand to the other and try with the other hand. When you snap your fingers, you execute the one-handed pop out move except without the deck.
Essentially, your pinky pushes the card from the back and you'll release your index finger and let the card spring forward off your pinky. The finger snapping is providing some cover for the springing sound of the card.
The move itself is pretty knacky so here are a couple of pointers: keep your thumb over the top so the card doesn't bend too much, keep your hand kind of close to the table so the card doesn't flip over when it shoots out; you want the card to land face down, and you'll find that you won't need to bend the card much to get a good spring. Other than that, you'll just have to play around with it until you get the hang of it.
I have a handling where the first card is placed on the table instead of staying held. Perhaps I’ll post it here some time.
Original pop-out move published in Srechko Howard's How to Pop a Floating Deck. Also published in Paul Harris's Art of Astonishment Book 2. If you've never played with this move, you're gonna wanna start ASAP. It's fun. Once you pop...
Name drop: I showed the original concept version to David Blaine and it made it onto his list for one of his specials. Unfortunately, it didn't make it in the end. But still.