here is the deck in question:
Hutton D. Razorcock, the Third
the problem is that the upgrades are rocket boots and transposition boots which grant a fight/reap ability and an action ability respectively. in other words, i have to use the creature for the upgrades to have any effect. playing the upgrade on a non-logos creature means i can't get any use of the upgrade until next turn. since the abilities granted by the upgrades are quite useful it's unlikely the creature who gets it will live that long because my opponent will prioritize killing them. and since i have only three logos creatures in the deck (of which two are quite squishy) it's very unlikely i'll have logos creatures already in play when i draw the upgrades. (having logos creatures or mack the knife already in play when i play the upgrades would be the only way to make use of the upgrade in the same turn i play it)
realistically, playing the upgrade just to make one of my creatures into a must-kill can be a good idea in and of itself to make my opponent waste time and resources going after them
the deck is just weird. the logos side is just weak overall. the only good cards are the instant damage dealers and mother. the rest don't synergize well and the lack of library access hurts a lot. wild wormhole is VERY risky in this deck since around ~5 could REALLY hurt me if they come out at the wrong time, and another handful could help my opponent more than myself at the wrong time, though maybe not catastrophically
the brobnar side is decent with two board clearers, tremor to stall my opponent while hoping to draw something good and some decent artifacts. but only having four creatures (and relatively weak ones by brobnar standards, though with good play effects) hurts a lot since it's a house that really likes to fight. it's rare that i make more than one or two ember from warsong for this reason. IF i have all the artifacts out though and IF my opponent's side is clear (thanks to the board clearers) i can get a few quick reaps in with the gauntlets of command which helps me catch up
the shadow side is the only strong part of the deck. bait and switch is great, a couple of units with fight abilities to steal synchronizes well with the "ready and fight with" cards on the brobnar side. shadow self helps keep squishier units alive. mack the knife is cool if he gets to live. the only bummer iz that i don't have a no-brainer target for pawn sacrifice, except for the research smoko in logos. i use it sometimes to kill a wounded brobnar creature with a good "play" ability if the deck is close to a reshuffle
playing this deck is very tricky but fun. it has some cards that are great at certain moments (board clearers plus bait and switch) but which can be useless dead weight if drawn to early. IF i get a chance to reap with ganymede archivist to put those situational cards into my archives, that could help a lot
curious if anyone has any ideas what to do with this deck. the only synergies that jump out at me are elusive creatures + shadow self in shadows, pawn sacrifice plus + research smoko (very rarely do i get the chance), transposition sandals + mack the knife (again, rare and takes time and luck to set up) and brobnar ready and fight with cards either with brobnar creature or with dodger and umbra in shadows