Board Thread:Update Suggestions/@comment-28992768-20170416052631/@comment-25856498-20170619190155

Lifeguard - Not a unit, nor a person, but it's the name of a card I'm proposing. I thought I'd give my old "combine" concept another shot.

It cannot be played directly onto the battlefield; it must be combined with another card in your hand.

It costs 3 Elixir (should it be 2?) to combine with another card, after which the combined card will glow light blue. It cannot be combined with a spell.

The function of Lifeguard is to give the troop/building that it is combined with complete invulnerability for the first few seconds of deployment. In other words, the troop/building will be invincible for a few seconds after deployment. Invincible troops will glow light blue.

When used on cards that spawn multiple units, all of them will be given invincibility status.

Invincibility does not mean that the invulnerable unit(s) cannot suffer knockback; they will be affected by knockback if they are affected as such under normal conditions.

Anything that stuns a unit while it is invincible will still prevent the unit from attacking, however the invincible unit still suffers no damage while it is invincible.

It is an Epic card. At level 1, it lasts 2 seconds and this increases by 0.2 seconds for each level up. This duration is active even through the deploy timer, so a regular troop with 1 second deploy time would really only spend 1 second invincible (at level 1). However, it can still be used to prevent units from getting destroyed before their deploy timer expires.

Strategy:
 * You can use this card to combat prediction spells. Have a Hog + Log user? Combine the Lifeguard with say, a Skarmy and defend the Hog push with the Lifeguarded Skarmy anyways. If you time it well, the Skeletons will not be hurt and the Log will pretty much go to waste.
 * You can use this card to help deploy troops in the middle of a huge melee, or to stop charge attacks of the two Princes and the Battle Ram without taking any damage.