Break the Spell
Naturalizing effects usually leave you down a card: you spend one to answer one, and if the enchantment they cast wasn't worth answering, you've traded down. The hedge here lives in the destruction clause, which refunds a card whenever the thing you broke was either a permanent you controlled or a token of any kind. Point it at your own enchantment (a stray Aura you'd rather shed, or one of your enchantments now doing more harm than good) and the removal doubles as a release valve, breaking the problem and replacing itself in one motion. Aim it at an opponent's enchantment token and the draw still fires, because the condition asks only for "a token," not one you control; enemy-made enchantment tokens die and hand you a card all the same. What it will not do is cantrip off an opponent's real enchantment, nor off an Aura they control that's stuck to your creature: you don't control their permanent, so destroying it is a straight one-for-one, which is the price white pays for the option of drawing. The precision matters, and it's worth reading closely. The free-draw mode keys off control of permanents but off token-ness alone for tokens, so it rewards a player who sees their own board and the opposing token board as pieces to be spent, not only enemy enchantments as problems to be solved. Small enchantment removal built to punish the specific corner where an answer to your own permanents is the play.
