Missing sideboard cards? The full 15-card sideboard runs about $51.45.
Buy sideboard on ManapoolEldrazi leans on Urza's Saga, the only enchantment land in their deck, plus a handful of artifacts like Blade of the Bloodchief, Springleaf Drum, Talisman of Resilience, Soul-Guide Lantern and Haywire Mite. Fade from History destroys all artifacts and enchantments, so it hits those cards and can punish the Saga, but it does nothing to Eldrazi Temple, Ugin's Labyrinth or their other plain lands. It also destroys our own artifacts and enchantments (Leyline of Abundance, Agatha's Soul Cauldron, Walking Ballista), so deploy it carefully. Each player who controls an artifact or enchantment when it resolves gets a 2/2 Bear, which means they only get one if they still have a target, and we only get one if we have a permanent of our own on the table. Walking Ballista is an artifact that Fade would destroy, and Shang-Chi is a low-impact one-of here, so those two come out. Vexing Bauble stays home: it only counters spells cast with no mana spent, and Eldrazi has no free spells in its main deck, so it does nothing here. Our plan is to go over the top with Craterhoof Behemoth and Agatha's Soul Cauldron value. Be aware that Eldrazi does have interaction: Dismember, Kozilek's Command, Devourer of Destiny's cast trigger that exiles a colored permanent, Boseiju, Who Endures, and Haywire Mite against our artifacts and enchantments. Keep all core ramp and the GSZ package intact, and trim narrow one-ofs that do little against a low-interaction ramp matchup.
Rakdos Delirium fills its graveyard fast with Stitcher's Supplier, Mishra's Bauble, and Street Wraith to power up Nethergoyf and enable Detective's Phoenix/Moonshadow, so Endurance is huge, resetting their graveyard and denying delirium while being a flash blocker against their aggressive creatures. Fatal Push answers most of their early threats cleanly (Stitcher's Supplier, Nethergoyf, Moonshadow, and Fear of Missing Out all have mana value 2 or less, so none of them need revolt) while also being able to kill Orcish Bowmasters before it snowballs. Their Thoughtseize and Flare of Malice attack our hand and board, so keep redundancy in the ramp package and use Devoted Druid/Agatha's Soul Cauldron to rebuild quickly. Watch out for their Lightning Bolt on Delighted Halfling or Devoted Druid β try to play around it when possible.
Esper leans on Day's Undoing and a stack of sorcery-speed sweepers, so Endurance is best here as a hard-cast flash 3/4 reach body for {1}{G}{G}. Don't treat evoke as free: it exiles a green card from our hand, so it costs an extra card. Flash lets us deploy at their end step to dodge Supreme Verdict and Wrath of the Skies, but Teferi, Time Raveler forces us to cast spells only at sorcery speed, so the flash plan stops working once it lands. Teferi, Time Raveler and Narset, Parter of Veils are the real problems. Silence and Orim's Chant are not counterspells, but they stop us from casting spells for the turn (kicked Orim's Chant also stops our creatures from attacking, which matters for Craterhoof). Force of Negation can only counter noncreature spells, so it can hit Tyvar, Green Sun's Zenith, Nature's Rhythm and Leyline of Abundance but not our creatures. Our best plan is to deploy creature threats when their turn-skipping disruption is tapped out or spent, and use Nature's Rhythm and Green Sun's Zenith to rebuild after a Supreme Verdict or Wrath of the Skies. Keep Agatha's Soul Cauldron and Craterhoof in, with Craterhoof as our way to close games before a second wrath.