Decoding the Secrets of the Sacred Shield Rune: An Ancient Tool for Defense

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The sacred shield rune is a symbol commonly associated with protection, defense, and warding off negative energies. It is believed to possess powerful and ancient magical properties that can safeguard individuals or places from harm. This rune is often depicted as a complex geometric design, with intricate patterns interwoven to form a shield-like shape. The exact design may vary depending on the culture and tradition that it originates from. In ancient Norse mythology, for example, the sacred shield rune is believed to have been used by warriors to protect themselves in battles. The sacred shield rune is not only a physical shield but also a spiritual one.


The word you are looking for is 'precedent.' Yes, the missiles would kill the divine shield minion in that case. It would be more powerful, but it would be logically consistent with other game mechanics, in contrast to the current mechanic. I didn't argue that should be the case balance wise, that wasn't my proposed solution. That's a straw man of your making. Simply, if they want to split damage in such a way that it damages both the shield minion and the hero, they should have used an existing mechanic and followed their own rules.

Simply, if they want to split damage in such a way that it damages both the shield minion and the hero, they should have used an existing mechanic and followed their own rules. 10 Chance To Cast Level 15 Confuse When Struck Level 15 Holy Shock Aura When Equipped 20-30 Faster Hit Recovery varies 30 Enhanced Defense pul 150-220 Defense varies 10 To Vitality io 0.

Sacred shield rune

The sacred shield rune is not only a physical shield but also a spiritual one. It is often used to create a protective barrier around oneself or a particular space. This rune has been used in various rituals and ceremonies to invoke its power and establish a sense of safety and security.

Hearthpwn

Can anyone tell my why Explosive Rune appears to do a toughness check on a Divine Shield minion being played? Divine Shield is defined on the hearthstone wiki as "an ability which causes a minion to ignore the next damage it receives." The wording on Explosive rune being "After your opponent plays a minion, deal 6 damage to it and any excess to their hero. Maybe it's my interpretation, but it seems like Divine Shield should completely negate Explosive Rune, in exchange for dropping the shield.

Here is the game I discovered the interaction. Turn 3 playing Righteous Protector into Explosive Rune.

As an afterthought: Since a card like Corpsetaker could gain Divine Shield through its' Battlecry, the wording on Explosive Rune specifies "Play", so Explosive Rune would activate before Corpsetaker's Battlecry.

Rollback Post to Revision RollBack #3 May 1, 2018 (Witchwood)
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    Dread Corsair

You play Silvermoon Guardian to proc Explosive Runes. Explosive Runes checks the damage it needs to kill Silvermoon Guardian, i.e. 3, and deals the rest to the face. The Divine Shield makes Silvermoon Guardian ignore the 3 damage it would have taken. You don't need to deal all 6 damage to Silvermoon Guardian to kill it, you only need 3 which are blocked by Divine Shield. The interaction works correctly.

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#4 May 1, 2018 (Witchwood)
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    Sunwalker

The opinions of how players think cards "should" interact isn't really of much value. A lot of players don't understand how battlecry sequencing works or don't understand the difference between "After" and "Whenever." If I don't think a deathrattle should proc if I Sap a minion when the opponent has 10 cards in hand I'm wrong, answering a poll doesn't change that.

Blizzard has properly coded the interaction into the game, we know how it works, you can look up why it works this way, and we play the game with this knowledge.

Last edited by jeepers1704 on May 1, 2018 Rollback Post to Revision RollBack #5 May 1, 2018 (Witchwood)
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    SCIENCE!
Quote from jeepers1704 >>

The opinions of how players think cards "should" interact isn't really of much value. A lot of players don't understand how battlecry sequencing works or don't understand the difference between "After" and "Whenever." If I don't think a deathrattle should proc if I Sap a minion when the opponent has 10 cards in hand I'm wrong, answering a poll doesn't change that.

Blizzard has properly coded the interaction into the game, we know how it works, you can look up why it works this way, and we play the game with this knowledge.

This. The issue isn't what you think "should" happen. There IS an argument for player expectation but, in the end, card games are about learning and following the rules dictacted within the world. It doesn't matter that minions can still throw knives and even attack while frozen. The rules for what happens when a minion is 'frozen' are arbitrary. What matters most is consistency: that the 100th minion that's frozen acts the same way as the first.

Honestly if I were to seek out the most 'consistent' answer, I'd argue that divine shield vs explosive runes should result in 6 to the face as effectively 0 damage is done to the minion and 'the excess' which woudl be the 6 that didn't happen, goes to the face.

That WOULD make for an OP spell though so I wouldn't really argue for that.

Instead, I would better argue that Explosive Runes are a completely new mechanic as we've never really had a spell that 'bounces' and, thus, doesn't have a real prescient. Which means we can do whatever the 3#)(%$)(# we want so long as it's balanced. Given that, the divine shield interaction works from a balanced standpoint.

This would then mean that if we ever put in a spell like chain lightning, we now have a prescient for when that spell lands on divine shield.

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One does not simply walk into Mordor,

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#6 May 1, 2018 (Witchwood)
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    Jouster

I completely agree- the whole thing is wonky. They could have easily had the secret launch 6 individual missiles, in which case it would make sense why a shield wouldn't stop it- in all other instances the shield stops all damage from one attack, ie a fireball etc. One of ] many buggy and unintuitive interactions. I am really surprised why some commenters go to such extents to defend every interaction as logical and intuitive, when clearly Blizzard itself revises them with patches frequently to solve a variety of issues.

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    Warsong Commander

Yes, it's wrong. But this game is so inconstistent it is laughable.

Rollback Post to Revision RollBack #9 May 1, 2018 (Witchwood)
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    SCIENCE!
Quote from robpcom3 >>

I completely agree- the whole thing is wonky. They could have easily had the secret launch 6 individual missiles, in which case it would make sense why a shield wouldn't stop it- in all other instances the shield stops all damage from one attack, ie a fireball etc. One of ] many buggy and unintuitive interactions. I am really surprised why some commenters go to such extents to defend every interaction as logical and intuitive, when clearly Blizzard itself revises them with patches frequently to solve a variety of issues.

Actually 6 individual missiles wouldn't fix the issue at all as we HAVE a prescient for that: arcane missiles.

6 individual missiles directed at a Righteous Protector would mean a dead protector and 4 damage to the face (1 hitting the shield, 1 killing the minion, 4 remaining). It also means minions that trigger 'on damage' would fire off multiple times (Acolyte of pain drawing 3 cards). That would be a vastly different card than what we have now and FAR more powerful.

Their stated intention was to have the divine shielded minion live but the rune NOT be made worthless. Having the run do 0 damage to the face would fail the latter desire. Having multiple missiles would fail the former. Having the missiles fire individually yet somehow keep the minion alive with a lost divine shield WOULD be an inconsistency.

Offer a solution that doesn't make things messier before dismissing everyone as Mindless Fans(tm) if you please.

Last edited by iandakar on May 1, 2018 Rollback Post to Revision RollBack

One does not simply walk into Mordor,

unless they want to be the best they can be.

#10 May 1, 2018 (Witchwood)
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    Ancient of War

So unintuitive the way it works currently.

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#11 May 1, 2018 (Witchwood)
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    Jouster

I would actually go as far as to say that a divine shield minion played into explosive runes makes it so that there is no excess damage. A handful of people have mentioned either ''should deal 6 to you cause the minion did not take damage'' or ''it should not deal any damage to you'' or ''it works as intended''. But, in my book, no damage should be dealt because excess damage does not exist at the point of runes procing the divine shield.

You can interpret it in many ways but in the end, it really does not matter. They're not changing it. Some mechanics and interactions just work the way they do and that's it.

Rollback Post to Revision RollBack #12 May 1, 2018 (Witchwood)
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    Jouster
Quote from iandakar >> Quote from robpcom3 >>

I completely agree- the whole thing is wonky. They could have easily had the secret launch 6 individual missiles, in which case it would make sense why a shield wouldn't stop it- in all other instances the shield stops all damage from one attack, ie a fireball etc. One of ] many buggy and unintuitive interactions. I am really surprised why some commenters go to such extents to defend every interaction as logical and intuitive, when clearly Blizzard itself revises them with patches frequently to solve a variety of issues.

Actually 6 individual missiles wouldn't fix the issue at all as we HAVE a prescient for that: arcane missiles.

6 individual missiles directed at a Righteous Protector would mean a dead protector and 4 damage to the face (1 hitting the shield, 1 killing the minion, 4 remaining). It also means minions that trigger 'on damage' would fire off multiple times (Acolyte of pain drawing 3 cards). That would be a vastly different card than what we have now and FAR more powerful.

Their stated intention was to have the divine shielded minion live but the rune NOT be made worthless. Having the run do 0 damage to the face would fail the latter desire. Having multiple missiles would fail the former. Having the missiles fire individually yet somehow keep the minion alive with a lost divine shield WOULD be an inconsistency.

Offer a solution that doesn't make things messier before dismissing everyone as Mindless Fans(tm) if you please.

The word you are looking for is 'precedent.' Yes, the missiles would kill the divine shield minion in that case. It would be more powerful, but it would be logically consistent with other game mechanics, in contrast to the current mechanic. I didn't argue that should be the case balance wise, that wasn't my proposed solution. That's a straw man of your making. Simply, if they want to split damage in such a way that it damages both the shield minion and the hero, they should have used an existing mechanic and followed their own rules.

However, I don't think it should work that way. The shield should simply negate the damage. I don't see why it's a problem that divine shield minions would completely counter a single attack as they do in other cases, which is by the way how I think it should work. All cards should have counters, including this secret.

Rollback Post to Revision RollBack #13 May 1, 2018 (Witchwood)
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    Angry Chicken

Look guys, its just the way it works. I dont care how you think it should work, just learn the rules of the game.

Not everything needs to be perfectly logical, and the HS team decided this was the best/easiest to implement way to handle this interaction.

Rollback Post to Revision RollBack #14 May 2, 2018 (Witchwood)
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    Black Knight
Quote from rdeegan >>

This has been brought up many times before - it's just the way it's programmed. If it worked a different way, there would be other people on forums with the same kind of queries. I have seen people argue that it should negate all 6 damage, or just 1 damage, or 0 damage with the rest going to face.

As a side, battlecries trigger before the minion enters play, so the interaction with Corpsetaker is correct to that extent.

I really don't think there would be people constantly asking about this if it were programmed in the most logical way. There might be some complaints about balance, but the interaction would be much more in line with the card text than the existing version.

Rollback Post to Revision RollBack #15 May 2, 2018 (Witchwood)
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    Jouster
Quote from parzival2345 >>

Look guys, its just the way it works. I dont care how you think it should work, just learn the rules of the game.

Not everything needs to be perfectly logical, and the HS team decided this was the best/easiest to implement way to handle this interaction.

Lol what even is this comment. is this a parody? Rollback Post to Revision RollBack #16 May 2, 2018 (Witchwood)
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    Warsong Commander

Do you guys honestly want the only mage secret that's not worthless to become another easy to counter thrash? Counterspell already gets countered by coin, Mirror entity and Frozen clone get countered by rng and opponent testing(really easy to do, and doesn't cost most decks anything), Spellbinder and Ice Barrier are underpowered and niche. Even if it's not intuitive, it's the only secret that guarantees value, even when it gets countered and kills an undesired minion, making it a bad play but not counterspell into coin bad.

Honestly, blizzard at least thought this trough by thinking how stupid it would be for a 3 cost spell get completely outvalued by a 1 mana minion with divine shield lol. However, i still do think they should specify this interaction in the card description.

Rollback Post to Revision RollBack #18 May 2, 2018 (Witchwood)
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    SCIENCE!
Quote from rdeegan >> Quote from OverholtNA >> Quote from rdeegan >>

This has been brought up many times before - it's just the way it's programmed. If it worked a different way, there would be other people on forums with the same kind of queries. I have seen people argue that it should negate all 6 damage, or just 1 damage, or 0 damage with the rest going to face.

As a side, battlecries trigger before the minion enters play, so the interaction with Corpsetaker is correct to that extent.

I really don't think there would be people constantly asking about this if it were programmed in the most logical way. There might be some complaints about balance, but the interaction would be much more in line with the card text than the existing version.

I think this is more of a card text issue than an interaction issue really. In a perfect world, Blizz might change the card text of Explosive Runes, however, I don't think there's a succinct way of describing "deal damage equal to health and some to the hero for a total of six damage".

The text explains the effect well enough for the vast majority of interactions, and it's not a big deal in the fringe case of divine shield where it isn't properly explained imo. There are many other interactions which are also unexplained (e.g. excess mana from wild growth), which shows that players can handle unclear card text to some degree.

Blizzard probably won't change it. They've publically stated that they follow an 'easy to read' mentality for card text. Rather than making sure the text fits 100% with the situation, they focus more on verbage and accessibility. That is a person should be able to read the text and quickly get the main idea of what the card will do. It's the difference between "it's turn 40 degrees clockwise and walk strait for 5 minutes" and "it's over to your left a few minutes out." The latter is MUCH easier to understand and quickly get going and most people will find the location easily, but if you needed exact measurements (say if you were blind) then you might come across some problems.

It's not an inconsistency issue. THAT would be if the rules change (i.e. if the thing acted like arcane missiles but would leave the minion alive as that's NOT how arcane missiles work against divine shield). It IS a text issue. The more accurate statement would probably be:

"After your opponent plays a minion, deal damage to the minion equal to either its health or 6, whichever is lesser. If the minion's health is less than 6, then deal damage equal to 6 - the minion's health to their hero."

That would have the spell work just as it does now, including divine shield interactions. It's probably even how the internal game mechanics think of the card. A Protector would get (6>1) 1 damage, ignored by the shield, then (6-1) 5 damage is delivered to the hero.

But, when you look at the text in card form, looks more like a MTG card than a hearthstone card.

The card's current text is MUCH easier to understand as it evokes the imagery of a big fireball hitting the minion with some of it splashing into your face. You quick understand that minions 6 or more health will take the full blow while smaller creatures mean you take some damage and lose the creature. The only time when it gets weird is when divine shield is involved, and a little bit of thought will make you realize that Divine + Runes WILL be a weird interaction of some type.

And Blizzard would rather have the occasional person running to the forums going "WTF is this Runes/Divine interaction?!" rather than 95% of the population running to the forums going "WTF does this card even do..IN COMMON. "

Thus we get Hearthstone card text that doesn't scare off newbies but needs to be supplemented by Toast videos.

+40% Faster Block Rate 20% Increased Chance of Blocking ( shael ) Regenerate Mana 15% ( eth ) All Resistances +25 Cannot be Frozen 50% Extra Gold from Monsters 25% Better Chance of Getting Magic Items
Sacred shield rune

In addition to its defensive properties, the sacred shield rune is also said to possess the ability to dispel negative energy and attract positive forces. It is seen as a symbol of strength, courage, and resilience. Some believe that carrying or wearing an object with the sacred shield rune can help ward off evil spirits and bring good fortune. The sacred shield rune is especially popular among practitioners of modern witchcraft, Wiccans, and those who follow ancient pagan traditions. It is often incorporated into spellwork, talismans, or amulets to enhance protection and create a sense of peace and harmony. To activate the power of the sacred shield rune, individuals often meditate on its symbol, visualize a shield of protective light, or chant specific incantations. It is believed that by focusing their intentions and energy, they can harness the rune's power and establish a stronger connection with the energies it represents. Overall, the sacred shield rune is a symbol of protection and defense that has been revered for centuries. Its intricate design and magical properties make it a popular choice for individuals seeking spiritual and physical safety. Whether used in rituals, ceremonies, or personal practices, the sacred shield rune continues to play an integral role in many belief systems worldwide..

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