Missing sideboard cards? The full 15-card sideboard runs about $90.37.
Buy sideboard on ManapoolMono Green Landfall ramps into big Mossborn Hydra and Icetill Explorer threats that quickly outgrow Requiting Hex's mana value 2 restriction, so swap it for Shoot the Sheriff which answers any non-outlaw creature regardless of size. Ghost Vacuum helps exile key cards from their graveyard and can eventually repopulate your board, while also answering their Escape Tunnel/Fabled Passage-fueled grindy recursion plans less directly but still provides incremental value. Iron-Shield Elf's small body struggles to trade profitably once their creatures get landfall counters, so it comes out. Keep your proactive aggression plan intact since this matchup is a race before they stabilize.
Dimir Midrange wins with card advantage engines like Kaito, Bane of Nightmares and Enduring Curiosity, so Duress strips key disruption or removal (including Kaito itself while it's still in hand) before it matters. Note that Duress can't take creatures such as Enduring Curiosity. Strategic Betrayal is a sorcery that makes them exile a creature of their own choice, so you don't pick their best one. It is best when they have few creatures on the battlefield, and it can't reliably deal with Kaito, who is only a creature during his controller's turn. It also exiles their graveyard as a small bonus. Erode comes out since many of their early threats are small merfolk/rats that your other removal handles fine, and Iron-Shield Elf is a weak blocker against their evasive value creatures. Keep Requiting Hex, as it still answers Dream Beavers, Spyglass Siren, and other cheap threats. Cool but Rude stays in as a looting and discard-damage engine rather than as removal.
BRG runs a grindy value plan with Lively Dirge recursion and Obsessive Pursuit counters, so Strategic Betrayal is strong here: it exiles their entire graveyard, denying Lively Dirge its targets. They choose which creature to exile, so expect to lose their weakest one rather than a key threat. Duress takes the noncreature spells they rely on, such as Lively Dirge, Obsessive Pursuit, Stir Up Trouble, and Requiting Hex, before they can disrupt your plan. Erode is cut because it hands them a basic land, and their creatures like Greedy Freebooter and Callous Inspector leave value behind when they die. Requiting Hex stays in: most of their creatures, including The Sackville-Bagginses, Biotech Specialist, Gene Pollinator, and Umbral Collar Zealot, are mana value 2 or less, so it is an efficient answer. The two Practiced Offense come out because a sorcery-speed pump is risky against their cheap removal. Keep pressuring with your aggressive curve while disrupting their resources.