Enchantress is a glass-cannon engine: strip Enchantress's Presence or a key combo enchantment like Parallax Wave, Opalescence, or Replenish with Duress before they go off, since this matchup is a race to assemble their lock versus you assembling Hermit Druid. Duress can't take Argothian Enchantress because it is a creature, so leave that to your Cabal Therapy. Naturalize can destroy Solitary Confinement, Parallax Wave, Opalescence, Elephant Grass, or any other artifact or enchantment that threatens to blank your combo pieces. It can't touch Serra's Sanctum, which is a land. Wall of Roots comes out because this isn't a creature race and you need disruption, not blockers, against a deck with few attackers of its own. Your Hermit Druid plan is generally faster than their draw engine if left unchecked, so prioritize proactive discard over defense.