I think the upgraded one is OP.
I'm gonna compare it to owl eye. Owl Eye is a weapon so you only get one copy (normall) and it costs 2 quanta to deal 3 damage per turn. Weapons are generally stronger than similar creatures due to being rare.
However, the upgraded card deals 2 or easily 3 damage per turn for one quanta. You can easily run 6 of them. I think it's better creature control than anything currently in the game to be honest. Start running some flying weapons and it shines even more.
I think if you kept the atk/health at 1/4 like the unupgraded version it would be a little more balanced. Maybe give it a +2/+0 bonus if under a cloak if you have space/desire. For more fun give the unupgraded version a +0/+2 buff if you have a sanctuary.
I did indeed have Owl's Eye's stats in mind when I made this.
Consider that owl's eye can be flown to give you a 5|7 creature. This creature, on the other hand, has only 2 Hp so it is very vulnerable to CC itself.
Furthermore, consider that if you have multiple owl's eyes, you can shoot the same target multiple times in a single round.
This card cannot accomplish that because of the need to move it to the appropriate field slot. The only way to hit a target more than once in a turn with these would be to sacrifice them as you do so.
Lastly, Owl's Eye's ability costs the same type of quanta as is needed to cast it. This card's ability forces a duo.
That said, I do see your point that with enough flying weapons in play, this card could indeed be a very heavy CC compared to Owl's Eye.
This is intentional since the whole point of this mini-series is to enhance the utility and availability of flying weapons.
If needed I can drop the damage and / or HP of the upped version. I could also raise cast cost if really needed (I can't fit more than 1
in the card text so ability cost has to stay as is)
I do want to keep the overall mechanic as it is, however.