Missing sideboard cards? The full 15-card sideboard runs about $73.35.
Buy sideboard on ManapoolRest in Peace shuts off the graveyard half of Malevolent Rumble, turns off Shifting Woodland's delirium, and blanks Emrakul, the Promised End's cost reduction from card types in the graveyard. Obsidian Charmaw comes down cheap against their colorless-heavy manabase (Eldrazi Temple, Ugin's Labyrinth, Urza's Saga). It is a 4/4 flyer that destroys a nonbasic land on entry, such as Urza's Saga, Eldrazi Temple, or Ugin's Labyrinth, which can cripple their mana. Spell Pierce and Spell Snare are narrow here: they only hit a few of their spells, and the cast triggers on their big Eldrazi still happen even if the spell is countered. Keep the rest of the core intact since Solitude can exile their large Eldrazi and Galvanic Discharge handles smaller creatures like Basking Broodscale and Sowing Mycospawn.
Rest in Peace is extremely strong against Rakdos Delirium's graveyard-fueled game plan. It exiles the graveyard on entry and exiles cards that would go there afterward, which shuts off Nethergoyf's escape and the graveyard fuel from Stitcher's Supplier and Street Wraith cycling. High Noon slows down their explosive low-curve starts by limiting each player to one spell per turn, which cramps a deck wanting to chain Stitcher's Supplier, Thoughtseize, and burn spells together, though it limits us too. Spell Pierce and Spell Snare are the weakest cards here. Spell Pierce can hit Thoughtseize and Lightning Bolt, but it can't touch their many creatures, and Rakdos can often pay the 2 on cheap spells later in the game. Spell Snare only hits mana value 2 spells like Fear of Missing Out and Orcish Bowmasters and misses Thoughtseize and Lightning Bolt, so both are cut for the more impactful disruption.
Esper Control is light on creatures, so Thraben Charm is mostly dead weight and gets cut. Galvanic Discharge stays in because it can hit planeswalkers like Narset, Teferi, and Jace. Two Consign to Memory come in: it counters triggered abilities and colorless spells, so it can answer Solitude's enter trigger and a colorless Isochron Scepter spell, but it cannot stop Isochron Scepter's activated ability, so keep the count low. Teferi, Time Raveler comes in because its static ability forces our opponent to cast spells only at sorcery speed, which shuts off their instant-speed Silence, Orim's Chant, counterspells, and flash Solitude on our turn. Its -3 can also bounce a Solitude or an Isochron Scepter while drawing a card. Mystical Dispute is cheap interaction that costs just {U} against their blue spells like Teferi, Jace, or Day's Undoing, but it is a soft counter, so a player with {3} spare can pay for the spell and keep it. Obsidian Charmaw comes in to destroy a nonbasic land, disrupting their fixing for Supreme Verdict and Wrath of the Skies, while also presenting a 4/4 flying clock. Spell Pierce and Spell Snare are cut because their narrow effects are easy to play around in a matchup full of cheap interaction, and Quantum Riddler is trimmed down since it is a slow, telegraphed play against a deck full of cheap interaction and counterspells.