Nevermore,
Meddling Mage and
Gideon's Intervention are, obviously, the main strength of this deck. Prevent your biggest fears from being played and have the rest of your deck available to counter the other things they end up resolving. Typically, you want to either name any enchantment removal they may have in their deck OR wincons, just lock them out of their ability to win. It'll make the game go longer and, in turn allow you to lock them out of more things and eventually win the game.
Ghostly Prison and Sphere of Safety are your main way of hating on aggressive decks. Getting a prison out on turn three can really make their lives that much more difficult, and the Sphere feels really good, especially considering there are 28 enchantments in the deck.
Spreading Seas is pretty great, because it can lock your opponent out of a colour AND any special lands they may have. It's especially good against Tron.
Telepathy may seem like an odd pick, especially considering it doesn't really actually affect the board like, at all. But, to be completely honest this is mostly in there for my sake. I don't know the format well, so being able to peek into my opponents hand before I start locking is very valuable. Typically it would be awful, but because of the ten locks it's not actually that bad.