Esper Control leans on Orim's Chant and Silence to stop us from casting spells for a turn, and on Solitude to pick off key threats, so avoid overcommitting into a turn where they can blank our spells. Wear // Tear stays in the sideboard: their only artifact is Isochron Scepter, they have no enchantments in the main deck, and Narset and Teferi are planeswalkers, so neither half has real targets. Brotherhood's End is the one bring-in. Its first mode deals 3 damage to each creature and each planeswalker, which can hit Solitude and their planeswalkers (though it may not finish off a freshly resolved one), and its second mode destroys Isochron Scepter. It also damages our own Ral, so sequence it carefully. Artist's Talent is cut as too slow against their countermagic-heavy, tempo-oriented control shell; prioritize efficient, hard-to-interact-with burn to close before Supreme Verdict or Day's Undoing resets the game. Watch out for Force of Negation countering a noncreature spell for free on our turn.