So why, when Explosive Runes is active, is an excess of (damage minus health) dealt to the hero after a Divine Shield minion is played?
Example, Explosive Runes is active, opponent plays Silvermoon Guardian, excess of 3 damage is dealt to opponent. This feels like a flawed interaction. I believe, based on other in-game interactions, that Divine Shield should be an effective counter against Explosive Runes.
If I'm wrong, tell me why. Looking forward to seeing your input.
This is probably how they intended the card to work, but the wording is misleading. Runes deals damage to any minion equal to its health, and the remainder to the hero.
I apologize if this has already been addressed.
Explosive Runes reads: "After your opponent plays a minion, deal 6 damage to it and any excess to their hero."
If you play Pyroblast on an Argent Squire, 0 damage is dealt to Argent Squire, end of interaction.
So why, when Explosive Runes is active, is an excess of (damage minus health) dealt to the hero after a Divine Shield minion is played?
Example, Explosive Runes is active, opponent plays Silvermoon Guardian, excess of 3 damage is dealt to opponent. This feels like a flawed interaction. I believe, based on other in-game interactions, that Divine Shield should be an effective counter against Explosive Runes.
If I'm wrong, tell me why. Looking forward to seeing your input.
This is probably how they intended the card to work, but the wording is misleading. Runes deals damage to any minion equal to its health, and the remainder to the hero.
Hero should take 6. Damage is ignored, not absorbed. Then again, is there really a difference?
Free to try and find a game, dealing cards for sorrow, cards for pain.