Card 1, the problem the Fool is heading for, the problem that must be solved in a foolish way,
Card 2, the origin of the problem
Card 3, the card of the Fool
Card 4, a foolish way to solve your problem (this card belongs on top of the Fool, showing a bit of the Fool Card).
For card 1, the card the Fool is walking towards and that represents my problem, I have pulled Five of Crystals from the Inner Child Cards.
On the card a gnome fits a circle on a mandala that is meant to protect the house. All the while he is whistling. This card shows a problem: combining home and work and other things I like to do.
Card 2 that shows the origin of the problem is Nine of Swords.
I feel fenced in by the problem, and I might make it bigger than it is in reality; I know I do.
Card 3 is the Fool, represented by Little Redcap, enjoying her walk through the woods, with the wolf lurking around a tree. I am not showing this card.
As card 4 I have drawn the Fairy Godmother, the High Priestess. That is the second time around I've pulled this card in these Twelve days.
The High Priestess in this deck is a motherly High Priestesses, a combination of the Empress and the High Priestess. Funny is that The Fairy Godmother embodies the problem I am facing: to combine the secluded High Priestess tasks with the motherly Empress. That is a funny and fitting on this Day of Fools in which games are played. And it adds depth to the reading of the first of the Twelve Days, in which she represented what is young and vulnerable.
The Fairy Godmother invites me yet again to find and use the key to my wisdom and my inner compass, reminding me not making the problem bigger than it is by waving my magic wand at it.