The simulator keeps the chosen card face-up, so you can see exactly where it goes after every deal.
The Effect
Begin with a nine-card packet. A spectator chooses a card, remembers it, and returns it to the secret starting spot.
The dealing happens in four rounds: spell the chosen card’s value, spell the word “of”, spell the chosen card’s suit, then spell “magic”.
In each round, deal one card from the top for each letter. After the round, place the cards still in hand on top of the dealt pile. The final card dealt is the chosen card.
Lucky Seven
The trick needs one quiet condition: the chosen card must start third from the top.
To set that up, have them deal seven cards into a pile and remember the top card of that pile. Then put the two leftover cards on top. “Seven is lucky” sounds casual, but it quietly places their card third.
What to Watch
Jim Steinmeyer published the Nine-Card Problem in 1993, then later collected it in Impuzzibilities, his booklet of elegant self-working mysteries.
Its charm is how fair it feels: after the quiet setup, the spelling and dealing do the work. In the simulator, the chosen card stays face-up so you can follow every move.