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-->-- Film/NowYouSeeMe First film]]
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-->-- Film/NowYouSeeMe [[Film/NowYouSeeMe First film]]
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-->-- ''Film/NowYouSeeMe''
to:
-->-- ''Film/NowYouSeeMe''
Film/NowYouSeeMe First film]]
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Changed line(s) 5,6 (click to see context) from:
[[Film/NowYouSeeMe The closer you try to look]] at a magic trick, the less you'll actually see - a fact that the Horsemen and their magical adversary all utilize as they endeavor to be [[MagnificentBastard the smartest thief in the room]].
to:
[[Film/NowYouSeeMe The closer you try to look]] at a magic trick, the less you'll actually see - a see--a fact that the Horsemen and their magical adversary all utilize as they endeavor to be [[MagnificentBastard the smartest thief in the room]].
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Changed line(s) 9 (click to see context) from:
* [[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the Horsemen's leader. Using Dylan's plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more.
to:
* [[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the Horsemen's leader.leader upon their formation. Using Dylan's plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more.
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Changed line(s) 5,6 (click to see context) from:
[[Film/NowYouSeeMe The closer you try to look]] at a magic trick, the less you'll actually see: a fact that these [[MagnificentBastard genius magicians and thieves]] utilize as they endeavor to always be the smartest guy in the room.
to:
[[Film/NowYouSeeMe The closer you try to look]] at a magic trick, the less you'll actually see: see - a fact that these [[MagnificentBastard genius magicians the Horsemen and thieves]] their magical adversary all utilize as they endeavor to always be [[MagnificentBastard the smartest guy thief in the room.
room]].
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* [[VillainProtagonist The Horsemen themselves]] are a group of skilled [[StageMagician magicians]] and thieves, with each one having their specialties:
** [[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the group's leader. Using Dylan's plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more.
** [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis prove vital to the team, including luring a mark to the Vegas show with his suggestions, hypnotizing the audience to protect them from the FBI, and even managing to hypnotize FBI agents in order to lure them away from their target. Using nothing but his [[AwesomenessByAnalysis analytical abilities]], Merritt is also capable of deducing Alma Dray's inexperience to sow dissension between her and her partner, as well as Dylan's issues with his father. Though he's tricked by his [[CainAndAbel twin brother Chase]] before the Horsemen's reappearance, Merritt's ability to lie tricks his brother into believing an imaginary threat is real, resulting in Merritt setting Chase up to be hypnotized for the final trick.
** [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and his burgeoning hypnotism allowing him to trick Chase into becoming their pawn in the finale.
** [[FieryRedhead Henley Reeves]] is an EscapeArtist who rose from Atlas's assistant to her own solo act. Introduced performing a death-defying act that fools the audience into believing her dead, Henley keeps up with her allies in every respect, successfully stealing from an armored truck with Atlas and getting a mark's measurements just from briefly touching him. Working together with Atlas in their show, Henley helps the group escape from the FBI several times, most notably in the end when they burst into money while [[WeNeedADistraction the Horsemen escape off a nearby building]].
** [[TheTeamWannabe Lula May]], despite her eccentric nature, is just as effective as her new allies, with a specialty in [[FakingTheDead faking deaths and injuries]] of herself and others. Introduced managing to mug Atlas following a fake decapitation, Lula officially joins the Horsemen, helping them during the Octa reveal by faking an injury to cause a distraction. She later manages to convincingly play an electronics expert to get into the microchip's facility. Helping the team become a single organism, Lula provides a vital part of the final trick by faking the deaths of the entire team at Walter's hands, tricking them into exposing themselves in the process.
** [[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the group's leader. Using Dylan's plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more.
** [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis prove vital to the team, including luring a mark to the Vegas show with his suggestions, hypnotizing the audience to protect them from the FBI, and even managing to hypnotize FBI agents in order to lure them away from their target. Using nothing but his [[AwesomenessByAnalysis analytical abilities]], Merritt is also capable of deducing Alma Dray's inexperience to sow dissension between her and her partner, as well as Dylan's issues with his father. Though he's tricked by his [[CainAndAbel twin brother Chase]] before the Horsemen's reappearance, Merritt's ability to lie tricks his brother into believing an imaginary threat is real, resulting in Merritt setting Chase up to be hypnotized for the final trick.
** [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and his burgeoning hypnotism allowing him to trick Chase into becoming their pawn in the finale.
** [[FieryRedhead Henley Reeves]] is an EscapeArtist who rose from Atlas's assistant to her own solo act. Introduced performing a death-defying act that fools the audience into believing her dead, Henley keeps up with her allies in every respect, successfully stealing from an armored truck with Atlas and getting a mark's measurements just from briefly touching him. Working together with Atlas in their show, Henley helps the group escape from the FBI several times, most notably in the end when they burst into money while [[WeNeedADistraction the Horsemen escape off a nearby building]].
** [[TheTeamWannabe Lula May]], despite her eccentric nature, is just as effective as her new allies, with a specialty in [[FakingTheDead faking deaths and injuries]] of herself and others. Introduced managing to mug Atlas following a fake decapitation, Lula officially joins the Horsemen, helping them during the Octa reveal by faking an injury to cause a distraction. She later manages to convincingly play an electronics expert to get into the microchip's facility. Helping the team become a single organism, Lula provides a vital part of the final trick by faking the deaths of the entire team at Walter's hands, tricking them into exposing themselves in the process.
to:
* [[VillainProtagonist The Horsemen themselves]] are a group of skilled [[StageMagician magicians]] and thieves, with each one having their specialties:
**[[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the group's Horsemen's leader. Using Dylan's plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more.
** * [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis prove vital to the team, including luring a mark to the Vegas show with his suggestions, hypnotizing the audience to protect them from the FBI, and even managing to hypnotize FBI agents in order to lure them away from their target. Using nothing but his [[AwesomenessByAnalysis analytical abilities]], Merritt is also capable of deducing Alma Dray's inexperience to sow dissension between her and her partner, as well as Dylan's issues with his father. Though he's tricked by his [[CainAndAbel twin brother Chase]] before the Horsemen's reappearance, Merritt's ability to lie tricks his brother into believing an imaginary threat is real, resulting in Merritt setting Chase up to be hypnotized for the final trick.
** * [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and his burgeoning hypnotism allowing him to trick Chase into becoming their pawn in the finale.
** * [[FieryRedhead Henley Reeves]] is an EscapeArtist who rose from Atlas's assistant to her own solo act. Introduced performing a death-defying act that fools the audience into believing her dead, Henley keeps up with her allies in every respect, successfully stealing from an armored truck with Atlas and getting a mark's measurements just from briefly touching him. Working together with Atlas in their show, Henley helps the group escape from the FBI several times, most notably in the end when they burst into money while [[WeNeedADistraction the Horsemen escape off a nearby building]].
** * [[TheTeamWannabe Lula May]], despite her eccentric nature, is just as effective as her new allies, with a specialty in [[FakingTheDead faking deaths and injuries]] of herself and others. Introduced managing to mug Atlas following a fake decapitation, Lula officially joins the Horsemen, helping them during the Octa reveal by faking an injury to cause a distraction. She later manages to convincingly play an electronics expert to get into the microchip's facility. Helping the team become a single organism, Lula provides a vital part of the final trick by faking the deaths of the entire team at Walter's hands, tricking them into exposing themselves in the process.
**
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Changed line(s) 5,6 (click to see context) from:
[[Film/NowYouSeeMe The closer you try to look]] at a magic trick, the less you'll actually see - a fact that these [[MagnificentBastard genius magicians and thieves]] utilize as they endeavor to always be the smartest guy in the room.
to:
[[Film/NowYouSeeMe The closer you try to look]] at a magic trick, the less you'll actually see - see: a fact that these [[MagnificentBastard genius magicians and thieves]] utilize as they endeavor to always be the smartest guy in the room.
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Changed line(s) 10,12 (click to see context) from:
** [[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the group's leader. Using [[spoiler:Dylan's]] plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then [[spoiler:saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more]].
** [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis prove vital to the team, including luring a mark to the Vegas show with his suggestions, hypnotizing the audience to protect them from the FBI, and even managing to hypnotize FBI agents in order to lure them away from their target. Using nothing but his [[AwesomenessByAnalysis analytical abilities]], Merritt is also capable of deducing Alma Dray's inexperience to sow dissension between her and her partner, as well as Dylan's issues with his father. Though he's tricked by his [[CainAndAbel twin brother Chase]] before the Horsemen's reappearance, Merritt's ability to lie tricks his brother into believing an imaginary threat is real, [[spoiler:resulting in Merritt setting Chase up to be hypnotized for the final trick]].
** [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and [[spoiler:his burgeoning hypnotism allowing him to trick Chase into becoming their pawn in the finale]].
** [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis prove vital to the team, including luring a mark to the Vegas show with his suggestions, hypnotizing the audience to protect them from the FBI, and even managing to hypnotize FBI agents in order to lure them away from their target. Using nothing but his [[AwesomenessByAnalysis analytical abilities]], Merritt is also capable of deducing Alma Dray's inexperience to sow dissension between her and her partner, as well as Dylan's issues with his father. Though he's tricked by his [[CainAndAbel twin brother Chase]] before the Horsemen's reappearance, Merritt's ability to lie tricks his brother into believing an imaginary threat is real, [[spoiler:resulting in Merritt setting Chase up to be hypnotized for the final trick]].
** [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and [[spoiler:his burgeoning hypnotism allowing him to trick Chase into becoming their pawn in the finale]].
to:
** [[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the group's leader. Using [[spoiler:Dylan's]] Dylan's plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then [[spoiler:saves saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more]].
more.
** [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis prove vital to the team, including luring a mark to the Vegas show with his suggestions, hypnotizing the audience to protect them from the FBI, and even managing to hypnotize FBI agents in order to lure them away from their target. Using nothing but his [[AwesomenessByAnalysis analytical abilities]], Merritt is also capable of deducing Alma Dray's inexperience to sow dissension between her and her partner, as well as Dylan's issues with his father. Though he's tricked by his [[CainAndAbel twin brother Chase]] before the Horsemen's reappearance, Merritt's ability to lie tricks his brother into believing an imaginary threat is real,[[spoiler:resulting resulting in Merritt setting Chase up to be hypnotized for the final trick]].
trick.
** [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and[[spoiler:his his burgeoning hypnotism allowing him to trick Chase into becoming their pawn in the finale]].finale.
** [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis prove vital to the team, including luring a mark to the Vegas show with his suggestions, hypnotizing the audience to protect them from the FBI, and even managing to hypnotize FBI agents in order to lure them away from their target. Using nothing but his [[AwesomenessByAnalysis analytical abilities]], Merritt is also capable of deducing Alma Dray's inexperience to sow dissension between her and her partner, as well as Dylan's issues with his father. Though he's tricked by his [[CainAndAbel twin brother Chase]] before the Horsemen's reappearance, Merritt's ability to lie tricks his brother into believing an imaginary threat is real,
** [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and
Changed line(s) 14 (click to see context) from:
** [[TheTeamWannabe Lula May]], despite her eccentric nature, is just as effective as her new allies, with a specialty in [[FakingTheDead faking deaths and injuries]] of herself and others. Introduced managing to mug Atlas following a fake decapitation, Lula officially joins the Horsemen, helping them during the Octa reveal by faking an injury to cause a distraction. She later manages to convincingly play an electronics expert to get into the microchip's facility. Helping the team become a single organism, Lula provides a vital part of the final trick by [[spoiler:faking the deaths of the entire team at Walter's hands, tricking them into exposing themselves in the process]].
to:
** [[TheTeamWannabe Lula May]], despite her eccentric nature, is just as effective as her new allies, with a specialty in [[FakingTheDead faking deaths and injuries]] of herself and others. Introduced managing to mug Atlas following a fake decapitation, Lula officially joins the Horsemen, helping them during the Octa reveal by faking an injury to cause a distraction. She later manages to convincingly play an electronics expert to get into the microchip's facility. Helping the team become a single organism, Lula provides a vital part of the final trick by [[spoiler:faking faking the deaths of the entire team at Walter's hands, tricking them into exposing themselves in the process]].process.
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Changed line(s) 1,3 (click to see context) from:
[Quote]
These marvelous magicians and illusionists prove themselves exceptionally charismatic and impressive in their skills and scheming.
These marvelous magicians and illusionists prove themselves exceptionally charismatic and impressive in their skills and scheming.
to:
These marvelous
'''J. Daniel Atlas''': Like white on rice? Sorry, that's unfair. Let me warn you: I want you to follow. Because no matter what you think you might know, we will always be one step, three steps, ''seven'' steps ahead of you and just when you think you're catching up, that's when we'll be right behind you. And at no time will you be anywhere other than exactly where I want you to be so come close, get- get all over me because the closer you think you are, the less you'll actually see... First rule of magic: always be the smartest guy in the room.
-->-- ''Film/NowYouSeeMe''
[[Film/NowYouSeeMe The closer you try to look]] at a magic trick, the less you'll actually see - a fact that these [[MagnificentBastard genius magicians and
![[Administrivia/SpoilersOff All spoilers are unmarked]]. Administrivia/YouHaveBeenWarned!
----
* [[VillainProtagonist The Horsemen themselves]] are a group of skilled [[StageMagician magicians]] and thieves, with each one having their specialties:
** [[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the group's leader. Using [[spoiler:Dylan's]] plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then [[spoiler:saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more]].
** [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis prove vital to the team, including luring a mark to the Vegas show with his suggestions, hypnotizing the audience to protect them from the FBI, and even managing to hypnotize FBI agents in order to lure them away from their target. Using nothing but his [[AwesomenessByAnalysis analytical abilities]], Merritt is also capable of deducing Alma Dray's inexperience to sow dissension between her and her partner, as well as Dylan's issues with his father. Though he's tricked by his [[CainAndAbel twin brother Chase]] before the Horsemen's reappearance, Merritt's ability to lie tricks his brother into believing an imaginary threat is real, [[spoiler:resulting in Merritt setting Chase up to be hypnotized for the final trick]].
** [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and [[spoiler:his burgeoning hypnotism allowing him to trick Chase into becoming their pawn in the finale]].
** [[FieryRedhead Henley Reeves]] is an EscapeArtist who rose from Atlas's assistant to her own solo act. Introduced performing a death-defying act that fools the audience into believing her dead, Henley keeps up with her allies in every respect, successfully stealing from an armored truck with Atlas and getting a mark's measurements just from briefly touching him. Working together with Atlas in their show, Henley helps the group escape from the FBI several times, most notably in the end when they burst into money while [[WeNeedADistraction the Horsemen escape off a nearby building]].
** [[TheTeamWannabe Lula May]], despite her eccentric nature, is just as effective as her new allies, with a specialty in [[FakingTheDead faking deaths and injuries]] of herself and others. Introduced managing to mug Atlas following a fake decapitation, Lula officially joins the Horsemen, helping them during the Octa reveal by faking an injury to cause a distraction. She later manages to convincingly play an electronics expert to get into the microchip's facility. Helping the team become a single organism, Lula provides a vital part of the final trick by [[spoiler:faking the deaths of the entire team at Walter's hands, tricking them into exposing themselves
* [[TheMole Dylan Rhodes]] is the Fifth Horseman and
* [[BigGood Thaddeus Bradley]] is the Grandmaster of The Eye. A former magician and Lionel Shrike's rival/best friend, Thaddeus turned to exposing magic tricks by other magicians for money after Lionel's tragic death. Seeking to [[StealthMentor test the Four Horsemen]] to see if they are capable of joining The Eye, Thaddeus [[TheMole allies with law enforcement]] and engages the Horsemen in a chase, figuring out the truth behind each of their
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Changed line(s) 1,16 (click to see context) from:
-> '''Agent Dylan Rhodes''': You wanna know who sat in that chair before you? Mob bosses, murderers, and thieves. And you know who put 'em there? The guy who's sitting in this chair. So I warn you: I can maintain my resolve much longer than you can maintain that phony arrogance, and the instant that you even show the slightest crack in that smug facade, I'll be there. I'll be all over you like-\\
'''J. Daniel Atlas''': Like white on rice? Sorry, that's unfair. Let me warn you: I want you to follow. Because no matter what you think you might know, we will always be one step, three steps, ''seven'' steps ahead of you and just when you think you're catching up, that's when we'll be right behind you. And at no time will you be anywhere other than exactly where I want you to be so come close, get- get all over me because the closer you think you are, the less you'll actually see... First rule of magic: always be the smartest guy in the room.
-->-- ''Film/NowYouSeeMe''
[[Film/NowYouSeeMe The closer you try to look]] at a magic trick, the less you'll actually see - a fact that these [[MagnificentBastard genius magicians and thieves]] utilize as they endeavor to always be the smartest guy in the room.
![[Administrivia/SpoilersOff All spoilers are unmarked]]. Administrivia/YouHaveBeenWarned!
----
* [[VillainProtagonist The Horsemen themselves]] are a group of skilled [[StageMagician magicians]] and thieves, with each one having their specialties:
** [[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the group's leader. Using [[spoiler:Dylan's]] plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then [[spoiler:saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more]].
** [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis prove vital to the team, including luring a mark to the Vegas show with his suggestions, hypnotizing the audience to protect them from the FBI, and even managing to hypnotize FBI agents in order to lure them away from their target. Using nothing but his [[AwesomenessByAnalysis analytical abilities]], Merritt is also capable of deducing Alma Dray's inexperience to sow dissension between her and her partner, as well as Dylan's issues with his father. Though he's tricked by his [[CainAndAbel twin brother Chase]] before the Horsemen's reappearance, Merritt's ability to lie tricks his brother into believing an imaginary threat is real, [[spoiler:resulting in Merritt setting Chase up to be hypnotized for the final trick]].
** [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and [[spoiler:his burgeoning hypnotism allowing him to trick Chase into becoming their pawn in the finale]].
** [[FieryRedhead Henley Reeves]] is an EscapeArtist who rose from Atlas's assistant to her own solo act. Introduced performing a death-defying act that fools the audience into believing her dead, Henley keeps up with her allies in every respect, successfully stealing from an armored truck with Atlas and getting a mark's measurements just from briefly touching him. Working together with Atlas in their show, Henley helps the group escape from the FBI several times, most notably in the end when they burst into money while [[WeNeedADistraction the Horsemen escape off a nearby building]].
** [[TheTeamWannabe Lula May]], despite her eccentric nature, is just as effective as her new allies, with a specialty in [[FakingTheDead faking deaths and injuries]] of herself and others. Introduced managing to mug Atlas following a fake decapitation, Lula officially joins the Horsemen, helping them during the Octa reveal by faking an injury to cause a distraction. She later manages to convincingly play an electronics expert to get into the microchip's facility. Helping the team become a single organism, Lula provides a vital part of the final trick by [[spoiler:faking the deaths of the entire team at Walter's hands, tricking them into exposing themselves in the process]].
* [[TheMole Dylan Rhodes]] is the Fifth Horseman and the mastermind behind the plot of the first film. Born Dylan Shrike, son of Lionel Shrike, he sought revenge on the companies and men who he blamed for the death of his father, chief among them the corrupt CEO Arthur Tressler and magician debunker Thaddeus Bradley. Becoming a member of the secret magician society, The Eye, Dylan guides the Four Horsemen into performing magic tricks to steal money from the companies and distribute them to the audience, eventually publicly humiliating Tressler for his role in denying relief to Hurricane Katrina victims, while inserting himself into, and sabotaging, the FBI efforts to catch the Horsemen. [[ObfuscatingStupidity Fooling everyone with his bumbling detective act]], Dylan frames Thaddeus for being the Fifth Horseman and leaves him to rot in jail. [[TheBadGuyWins Having succeeded at his revenge]], Dylan later launches an operation to expose a plot to steal everyone's personal information; when it turns out to be a trap and puts the team in peril, Dylan [[EnemyMine teams up with Thaddeus]] and ultimately foils Arthur's revenge plot, using one last grand magic trick to deceive Arthur and his son Walter into exposing themselves and [[KarmaHoudini evading the police once again]].
* [[BigGood Thaddeus Bradley]] is the Grandmaster of The Eye. A former magician and Lionel Shrike's rival/best friend, Thaddeus turned to exposing magic tricks by other magicians for money after Lionel's tragic death. Seeking to [[StealthMentor test the Four Horsemen]] to see if they are capable of joining The Eye, Thaddeus [[TheMole allies with law enforcement]] and engages the Horsemen in a chase, figuring out the truth behind each of their magic tricks and relentlessly pursuing them. When framed for Dylan's crimes, Thaddeus spends a year preparing to strike back against both Dylan and Arthur Tressler, creating a fake software that will supposedly hack everyone's personal information and leading the Horsemen into a trap by sending them to steal the software. Extorting Dylan into breaking him out of prison by promising to help find his friends, Thaddeus pretends to betray Dylan by leading him into a trap by Arthur and Walter while secretly giving him the means to escape the trap. Finally, he has his subordinates reveal to Dylan that the software is fake, then, with Dylan's help, lures Arthur and Walter into [[EngineeredPublicConfession publicly exposing their misdeeds]] and makes up with Dylan, [[KarmaHoudini successfully evading the law this time]].
'''J. Daniel Atlas''': Like white on rice? Sorry, that's unfair. Let me warn you: I want you to follow. Because no matter what you think you might know, we will always be one step, three steps, ''seven'' steps ahead of you and just when you think you're catching up, that's when we'll be right behind you. And at no time will you be anywhere other than exactly where I want you to be so come close, get- get all over me because the closer you think you are, the less you'll actually see... First rule of magic: always be the smartest guy in the room.
-->-- ''Film/NowYouSeeMe''
[[Film/NowYouSeeMe The closer you try to look]] at a magic trick, the less you'll actually see - a fact that these [[MagnificentBastard genius magicians and thieves]] utilize as they endeavor to always be the smartest guy in the room.
![[Administrivia/SpoilersOff All spoilers are unmarked]]. Administrivia/YouHaveBeenWarned!
----
* [[VillainProtagonist The Horsemen themselves]] are a group of skilled [[StageMagician magicians]] and thieves, with each one having their specialties:
** [[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the group's leader. Using [[spoiler:Dylan's]] plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then [[spoiler:saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more]].
** [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis prove vital to the team, including luring a mark to the Vegas show with his suggestions, hypnotizing the audience to protect them from the FBI, and even managing to hypnotize FBI agents in order to lure them away from their target. Using nothing but his [[AwesomenessByAnalysis analytical abilities]], Merritt is also capable of deducing Alma Dray's inexperience to sow dissension between her and her partner, as well as Dylan's issues with his father. Though he's tricked by his [[CainAndAbel twin brother Chase]] before the Horsemen's reappearance, Merritt's ability to lie tricks his brother into believing an imaginary threat is real, [[spoiler:resulting in Merritt setting Chase up to be hypnotized for the final trick]].
** [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and [[spoiler:his burgeoning hypnotism allowing him to trick Chase into becoming their pawn in the finale]].
** [[FieryRedhead Henley Reeves]] is an EscapeArtist who rose from Atlas's assistant to her own solo act. Introduced performing a death-defying act that fools the audience into believing her dead, Henley keeps up with her allies in every respect, successfully stealing from an armored truck with Atlas and getting a mark's measurements just from briefly touching him. Working together with Atlas in their show, Henley helps the group escape from the FBI several times, most notably in the end when they burst into money while [[WeNeedADistraction the Horsemen escape off a nearby building]].
** [[TheTeamWannabe Lula May]], despite her eccentric nature, is just as effective as her new allies, with a specialty in [[FakingTheDead faking deaths and injuries]] of herself and others. Introduced managing to mug Atlas following a fake decapitation, Lula officially joins the Horsemen, helping them during the Octa reveal by faking an injury to cause a distraction. She later manages to convincingly play an electronics expert to get into the microchip's facility. Helping the team become a single organism, Lula provides a vital part of the final trick by [[spoiler:faking the deaths of the entire team at Walter's hands, tricking them into exposing themselves in the process]].
* [[TheMole Dylan Rhodes]] is the Fifth Horseman and the mastermind behind the plot of the first film. Born Dylan Shrike, son of Lionel Shrike, he sought revenge on the companies and men who he blamed for the death of his father, chief among them the corrupt CEO Arthur Tressler and magician debunker Thaddeus Bradley. Becoming a member of the secret magician society, The Eye, Dylan guides the Four Horsemen into performing magic tricks to steal money from the companies and distribute them to the audience, eventually publicly humiliating Tressler for his role in denying relief to Hurricane Katrina victims, while inserting himself into, and sabotaging, the FBI efforts to catch the Horsemen. [[ObfuscatingStupidity Fooling everyone with his bumbling detective act]], Dylan frames Thaddeus for being the Fifth Horseman and leaves him to rot in jail. [[TheBadGuyWins Having succeeded at his revenge]], Dylan later launches an operation to expose a plot to steal everyone's personal information; when it turns out to be a trap and puts the team in peril, Dylan [[EnemyMine teams up with Thaddeus]] and ultimately foils Arthur's revenge plot, using one last grand magic trick to deceive Arthur and his son Walter into exposing themselves and [[KarmaHoudini evading the police once again]].
* [[BigGood Thaddeus Bradley]] is the Grandmaster of The Eye. A former magician and Lionel Shrike's rival/best friend, Thaddeus turned to exposing magic tricks by other magicians for money after Lionel's tragic death. Seeking to [[StealthMentor test the Four Horsemen]] to see if they are capable of joining The Eye, Thaddeus [[TheMole allies with law enforcement]] and engages the Horsemen in a chase, figuring out the truth behind each of their magic tricks and relentlessly pursuing them. When framed for Dylan's crimes, Thaddeus spends a year preparing to strike back against both Dylan and Arthur Tressler, creating a fake software that will supposedly hack everyone's personal information and leading the Horsemen into a trap by sending them to steal the software. Extorting Dylan into breaking him out of prison by promising to help find his friends, Thaddeus pretends to betray Dylan by leading him into a trap by Arthur and Walter while secretly giving him the means to escape the trap. Finally, he has his subordinates reveal to Dylan that the software is fake, then, with Dylan's help, lures Arthur and Walter into [[EngineeredPublicConfession publicly exposing their misdeeds]] and makes up with Dylan, [[KarmaHoudini successfully evading the law this time]].
to:
'''J. Daniel Atlas''': Like white on rice? Sorry, that's unfair. Let me warn you: I want you to follow. Because no matter what you think you might know, we will always be one step, three steps, ''seven'' steps ahead of you and just when you think you're catching up, that's when we'll be right behind you. And at no time will you be anywhere other than exactly where I want you to be so come close, get- get all over me because the closer you think you are, the less you'll actually see... First rule of magic: always be the smartest guy in the room.
-->-- ''Film/NowYouSeeMe''
[[Film/NowYouSeeMe The closer you try to look]] at a magic trick, the less you'll actually see - a fact that these [[MagnificentBastard genius
These marvelous magicians and
![[Administrivia/SpoilersOff All spoilers are unmarked]]. Administrivia/YouHaveBeenWarned!
----
* [[VillainProtagonist The Horsemen themselves]] are a group of skilled [[StageMagician magicians]] and thieves, with each one having their specialties:
** [[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the group's leader. Using [[spoiler:Dylan's]] plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then [[spoiler:saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more]].
** [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis
** [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and [[spoiler:his burgeoning hypnotism allowing him to trick Chase into becoming their pawn in the finale]].
** [[FieryRedhead Henley Reeves]] is an EscapeArtist who rose from Atlas's assistant to her own solo act. Introduced performing a death-defying act that fools the audience into believing her dead, Henley keeps up with her allies in every respect, successfully stealing from an armored truck with Atlas and getting a mark's measurements just from briefly touching him. Working together with Atlas in their show, Henley helps the group escape from the FBI several times, most notably in the end when they burst into money while [[WeNeedADistraction the Horsemen escape off a nearby building]].
** [[TheTeamWannabe Lula May]], despite her eccentric nature, is just as effective as her new allies, with a specialty in [[FakingTheDead faking deaths and injuries]] of herself and others. Introduced managing to mug Atlas following a fake decapitation, Lula officially joins the Horsemen, helping them during the Octa reveal by faking an injury to cause a distraction. She later manages to convincingly play an electronics expert to get into the microchip's facility. Helping the team become a single organism, Lula provides a vital part of the final trick by [[spoiler:faking the deaths of the entire team at Walter's hands, tricking them into exposing
* [[TheMole Dylan Rhodes]] is the Fifth Horseman
* [[BigGood Thaddeus Bradley]] is the Grandmaster of The Eye. A former magician and Lionel Shrike's rival/best friend, Thaddeus turned to exposing magic tricks by other magicians for money after Lionel's tragic death. Seeking to [[StealthMentor test the Four Horsemen]] to see if they are capable of joining The Eye, Thaddeus [[TheMole allies with law enforcement]] and engages the Horsemen in a chase, figuring out the truth behind each of
----
Is there an issue? Send a MessageReason:
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Added DiffLines:
-> '''Agent Dylan Rhodes''': You wanna know who sat in that chair before you? Mob bosses, murderers, and thieves. And you know who put 'em there? The guy who's sitting in this chair. So I warn you: I can maintain my resolve much longer than you can maintain that phony arrogance, and the instant that you even show the slightest crack in that smug facade, I'll be there. I'll be all over you like-\\
'''J. Daniel Atlas''': Like white on rice? Sorry, that's unfair. Let me warn you: I want you to follow. Because no matter what you think you might know, we will always be one step, three steps, ''seven'' steps ahead of you and just when you think you're catching up, that's when we'll be right behind you. And at no time will you be anywhere other than exactly where I want you to be so come close, get- get all over me because the closer you think you are, the less you'll actually see... First rule of magic: always be the smartest guy in the room.
-->-- ''Film/NowYouSeeMe''
[[Film/NowYouSeeMe The closer you try to look]] at a magic trick, the less you'll actually see - a fact that these [[MagnificentBastard genius magicians and thieves]] utilize as they endeavor to always be the smartest guy in the room.
![[Administrivia/SpoilersOff All spoilers are unmarked]]. Administrivia/YouHaveBeenWarned!
----
* [[VillainProtagonist The Horsemen themselves]] are a group of skilled [[StageMagician magicians]] and thieves, with each one having their specialties:
** [[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the group's leader. Using [[spoiler:Dylan's]] plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then [[spoiler:saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more]].
** [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis prove vital to the team, including luring a mark to the Vegas show with his suggestions, hypnotizing the audience to protect them from the FBI, and even managing to hypnotize FBI agents in order to lure them away from their target. Using nothing but his [[AwesomenessByAnalysis analytical abilities]], Merritt is also capable of deducing Alma Dray's inexperience to sow dissension between her and her partner, as well as Dylan's issues with his father. Though he's tricked by his [[CainAndAbel twin brother Chase]] before the Horsemen's reappearance, Merritt's ability to lie tricks his brother into believing an imaginary threat is real, [[spoiler:resulting in Merritt setting Chase up to be hypnotized for the final trick]].
** [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and [[spoiler:his burgeoning hypnotism allowing him to trick Chase into becoming their pawn in the finale]].
** [[FieryRedhead Henley Reeves]] is an EscapeArtist who rose from Atlas's assistant to her own solo act. Introduced performing a death-defying act that fools the audience into believing her dead, Henley keeps up with her allies in every respect, successfully stealing from an armored truck with Atlas and getting a mark's measurements just from briefly touching him. Working together with Atlas in their show, Henley helps the group escape from the FBI several times, most notably in the end when they burst into money while [[WeNeedADistraction the Horsemen escape off a nearby building]].
** [[TheTeamWannabe Lula May]], despite her eccentric nature, is just as effective as her new allies, with a specialty in [[FakingTheDead faking deaths and injuries]] of herself and others. Introduced managing to mug Atlas following a fake decapitation, Lula officially joins the Horsemen, helping them during the Octa reveal by faking an injury to cause a distraction. She later manages to convincingly play an electronics expert to get into the microchip's facility. Helping the team become a single organism, Lula provides a vital part of the final trick by [[spoiler:faking the deaths of the entire team at Walter's hands, tricking them into exposing themselves in the process]].
* [[TheMole Dylan Rhodes]] is the Fifth Horseman and the mastermind behind the plot of the first film. Born Dylan Shrike, son of Lionel Shrike, he sought revenge on the companies and men who he blamed for the death of his father, chief among them the corrupt CEO Arthur Tressler and magician debunker Thaddeus Bradley. Becoming a member of the secret magician society, The Eye, Dylan guides the Four Horsemen into performing magic tricks to steal money from the companies and distribute them to the audience, eventually publicly humiliating Tressler for his role in denying relief to Hurricane Katrina victims, while inserting himself into, and sabotaging, the FBI efforts to catch the Horsemen. [[ObfuscatingStupidity Fooling everyone with his bumbling detective act]], Dylan frames Thaddeus for being the Fifth Horseman and leaves him to rot in jail. [[TheBadGuyWins Having succeeded at his revenge]], Dylan later launches an operation to expose a plot to steal everyone's personal information; when it turns out to be a trap and puts the team in peril, Dylan [[EnemyMine teams up with Thaddeus]] and ultimately foils Arthur's revenge plot, using one last grand magic trick to deceive Arthur and his son Walter into exposing themselves and [[KarmaHoudini evading the police once again]].
* [[BigGood Thaddeus Bradley]] is the Grandmaster of The Eye. A former magician and Lionel Shrike's rival/best friend, Thaddeus turned to exposing magic tricks by other magicians for money after Lionel's tragic death. Seeking to [[StealthMentor test the Four Horsemen]] to see if they are capable of joining The Eye, Thaddeus [[TheMole allies with law enforcement]] and engages the Horsemen in a chase, figuring out the truth behind each of their magic tricks and relentlessly pursuing them. When framed for Dylan's crimes, Thaddeus spends a year preparing to strike back against both Dylan and Arthur Tressler, creating a fake software that will supposedly hack everyone's personal information and leading the Horsemen into a trap by sending them to steal the software. Extorting Dylan into breaking him out of prison by promising to help find his friends, Thaddeus pretends to betray Dylan by leading him into a trap by Arthur and Walter while secretly giving him the means to escape the trap. Finally, he has his subordinates reveal to Dylan that the software is fake, then, with Dylan's help, lures Arthur and Walter into [[EngineeredPublicConfession publicly exposing their misdeeds]] and makes up with Dylan, [[KarmaHoudini successfully evading the law this time]].
'''J. Daniel Atlas''': Like white on rice? Sorry, that's unfair. Let me warn you: I want you to follow. Because no matter what you think you might know, we will always be one step, three steps, ''seven'' steps ahead of you and just when you think you're catching up, that's when we'll be right behind you. And at no time will you be anywhere other than exactly where I want you to be so come close, get- get all over me because the closer you think you are, the less you'll actually see... First rule of magic: always be the smartest guy in the room.
-->-- ''Film/NowYouSeeMe''
[[Film/NowYouSeeMe The closer you try to look]] at a magic trick, the less you'll actually see - a fact that these [[MagnificentBastard genius magicians and thieves]] utilize as they endeavor to always be the smartest guy in the room.
![[Administrivia/SpoilersOff All spoilers are unmarked]]. Administrivia/YouHaveBeenWarned!
----
* [[VillainProtagonist The Horsemen themselves]] are a group of skilled [[StageMagician magicians]] and thieves, with each one having their specialties:
** [[InsufferableGenius J. Daniel Atlas]], already a capable magician on his own, becomes the group's leader. Using [[spoiler:Dylan's]] plans, Atlas and the Horsemen create such magic as robbing a bank from a whole continent away by robbing a truck prior to the show, tricking [[CorruptCorporateExecutive Arthur Tressler]] into giving up the security questions to his bank account under the guise of performing mentalism, and [[DeathFakedForYou faking Jack's death]] in order to get the FBI off their tail, ultimately succeeding in their heists and escaping scot-free. Remaining just as devious a year later, Atlas masterminds the group's theft of a security microchip through utilizing their various talents, including subverting the entourage of a South African gangster and once more escaping without resistance. Though he learns he was [[UnwittingPawn duped by Walter Mabry]], Atlas then [[spoiler:saves Dylan's life before the group begins their grand finale; for the trick, Atlas disappears into thin air, helps lure Walter and Tressler out of hiding, and escapes the FBI once more]].
** [[LivingLieDetector Merritt [=McKinney=]]] is a mentalist who operates as a [[ConMan stick-up artist]] on his own. Once allied with the Horsemen, Merritt's skills of mentalism and hypnosis prove vital to the team, including luring a mark to the Vegas show with his suggestions, hypnotizing the audience to protect them from the FBI, and even managing to hypnotize FBI agents in order to lure them away from their target. Using nothing but his [[AwesomenessByAnalysis analytical abilities]], Merritt is also capable of deducing Alma Dray's inexperience to sow dissension between her and her partner, as well as Dylan's issues with his father. Though he's tricked by his [[CainAndAbel twin brother Chase]] before the Horsemen's reappearance, Merritt's ability to lie tricks his brother into believing an imaginary threat is real, [[spoiler:resulting in Merritt setting Chase up to be hypnotized for the final trick]].
** [[MasterOfUnlocking Jack Wilder]] is the [[HotBlooded youngest and most brutal]] of the Horsemen, capable of outsmarting and defeating even FBI agents. While originally a thief who used magic in his routines, Jack continues his innovative uses of magic throughout the shows, serving as the group's muscle, fighter, and pickpocket. Left by the group to destroy evidence, Jack uses [[ImprobableWeaponUser flash paper, a belt, and playing cards]] to take on Rhodes and Fuller, even stealing another agent's car to lure agents into his faked death. Later breaking into an FBI-guarded warehouse unaccosted and stealing millions of dollars, Jack's card skills prove vital in stealing the microchip, with his quick thinking allowing them to escape the facility and [[spoiler:his burgeoning hypnotism allowing him to trick Chase into becoming their pawn in the finale]].
** [[FieryRedhead Henley Reeves]] is an EscapeArtist who rose from Atlas's assistant to her own solo act. Introduced performing a death-defying act that fools the audience into believing her dead, Henley keeps up with her allies in every respect, successfully stealing from an armored truck with Atlas and getting a mark's measurements just from briefly touching him. Working together with Atlas in their show, Henley helps the group escape from the FBI several times, most notably in the end when they burst into money while [[WeNeedADistraction the Horsemen escape off a nearby building]].
** [[TheTeamWannabe Lula May]], despite her eccentric nature, is just as effective as her new allies, with a specialty in [[FakingTheDead faking deaths and injuries]] of herself and others. Introduced managing to mug Atlas following a fake decapitation, Lula officially joins the Horsemen, helping them during the Octa reveal by faking an injury to cause a distraction. She later manages to convincingly play an electronics expert to get into the microchip's facility. Helping the team become a single organism, Lula provides a vital part of the final trick by [[spoiler:faking the deaths of the entire team at Walter's hands, tricking them into exposing themselves in the process]].
* [[TheMole Dylan Rhodes]] is the Fifth Horseman and the mastermind behind the plot of the first film. Born Dylan Shrike, son of Lionel Shrike, he sought revenge on the companies and men who he blamed for the death of his father, chief among them the corrupt CEO Arthur Tressler and magician debunker Thaddeus Bradley. Becoming a member of the secret magician society, The Eye, Dylan guides the Four Horsemen into performing magic tricks to steal money from the companies and distribute them to the audience, eventually publicly humiliating Tressler for his role in denying relief to Hurricane Katrina victims, while inserting himself into, and sabotaging, the FBI efforts to catch the Horsemen. [[ObfuscatingStupidity Fooling everyone with his bumbling detective act]], Dylan frames Thaddeus for being the Fifth Horseman and leaves him to rot in jail. [[TheBadGuyWins Having succeeded at his revenge]], Dylan later launches an operation to expose a plot to steal everyone's personal information; when it turns out to be a trap and puts the team in peril, Dylan [[EnemyMine teams up with Thaddeus]] and ultimately foils Arthur's revenge plot, using one last grand magic trick to deceive Arthur and his son Walter into exposing themselves and [[KarmaHoudini evading the police once again]].
* [[BigGood Thaddeus Bradley]] is the Grandmaster of The Eye. A former magician and Lionel Shrike's rival/best friend, Thaddeus turned to exposing magic tricks by other magicians for money after Lionel's tragic death. Seeking to [[StealthMentor test the Four Horsemen]] to see if they are capable of joining The Eye, Thaddeus [[TheMole allies with law enforcement]] and engages the Horsemen in a chase, figuring out the truth behind each of their magic tricks and relentlessly pursuing them. When framed for Dylan's crimes, Thaddeus spends a year preparing to strike back against both Dylan and Arthur Tressler, creating a fake software that will supposedly hack everyone's personal information and leading the Horsemen into a trap by sending them to steal the software. Extorting Dylan into breaking him out of prison by promising to help find his friends, Thaddeus pretends to betray Dylan by leading him into a trap by Arthur and Walter while secretly giving him the means to escape the trap. Finally, he has his subordinates reveal to Dylan that the software is fake, then, with Dylan's help, lures Arthur and Walter into [[EngineeredPublicConfession publicly exposing their misdeeds]] and makes up with Dylan, [[KarmaHoudini successfully evading the law this time]].