Divine Shield and Excess dmg

Explosive Runes for example deals 6 dmg (just like Fireball) to the Next Minion Played. This dmg is a “single blow” (meaning it won’t trigger effects like Acolyte of Pain’s Draw multiple times, just once).
Divine Shield blocks the first hit, no matter the amount of the dmg.
Yet when you play a DS Minion against this Secret, it checks the HP of the Minion, deals that amount of dmg and not 6, and then sends the rest to the face.
But since that dmg is one hit, the Secret nowhere says it “deals dmg to a Minion based on its HP up to 6, if less than 6, Excess dmg is created” and Divine Shield on paper blocks the first hit, this interaction shouldn’t act like this.
Either reword the Secret (and similar effects) to make it clear it won’t deal 6 dmg but dmg based on HP; create a Keyword for Excess dmg that explains this HP-based dmg-calculation; or fix the coding so it works consistently with DS.

lie. According to the mechanics, this damage is distributed between divine shield and health. So it is programmed and is not a bug. stop lying

the Secret nowhere says it “deals dmg to a Minion based on its HP up to 6, if less than 6, Excess dmg is created”

all cards in Hearthstone don’t say everything they do to cut down amount of text. Fireball card text “deal 6 damage”, This card does not say that you can choose a target. Moreover, you can only select minions or heroes, but you cannot damage weapons. None of this is shown on this card. The same goes for the rest of 4000+ cards.

Because that’s the basic. “Choose target randomly”, “Deal dmg to a Minion”, “Can’t target” and similar words/phrases are used to make it clear you cannot target something.
Weapons by the way don’t have HP like Minions or Heroes, so you can’t deal dmg to them.

What lie? I even explained it in details.
“Deal 6 dmg”, shared text of Explosive Runes and Fireball. Neither is HP-based.
It’s a “single hit” 6 dmg, otherwise Acolyte of Pain (played from hand with 6+ HP) will only trigger once. It’s not like Arcane Missles or C’thun that it deals its dmg in ticks. That’s why Spell dmg buffs the 6 to 7, unlike with Magic Missles, which goes from 3 (3x1) to 6 (3x2) from a single extra Spell dmg.
Divine Shield blocks the first hit. Be it 1 dmg or 1000.

So cards like these, that deal a single hit, should only create Excess dmg if the target is killed.
Currently the coding for this is wonky. It checks the Minion’s HP, splits the dmg and deals it to the Minion and Hero separately.
This is an inconsistant interaction on how “Deal” and “Divine Shield” works, and with what “excess” means.
“Excess” should only be created if the Minion cannot handle the dmg (has less defensive tools). It should “deal dmg”, than if the dmg was overkill, the overkill goes to face.