Are there red cards that offer protection against mass token destruction?
Honestly, your options aren't great.  Enchantments are a designated weakness for Red, and as such they have basically no options for dealing with them.

If you search on Gatherer for mono-red cards that have "enchantment" in their rules text, you get only 20 results.  Of those, 3 have off-color activations, 2 destroy nonenchantments, 2 are Licids (which become enchantments), 3 create enchantment creature tokens (they're from Theros), two are a split card with the enchantment destruction on the white side (Gatherer doesn't really handle split cards very well), one only cares about enchantment creatures, 4 have miscellaneous effects that don't help, and one is Warp World.

The only two cards that might possibly be of use to you are Aura Barbs and Enchanter&#39;s Bane.  Aura Barbs does a measly 2 damage to your opponent for each Virulent Plague they have (which is terrible), and Enchanter's Bane is only 3 damage a turn, which isn't really a fair trade for shutting down the rest of your deck.  Also, Enchanter's Bane is from a Commander deck, so it's not legal in Modern, if that's what you're playing.

If you dig a little broader you can find some other cards that might work, such as Bearer of the Heavens or Capricious Efreet, but they tend to be expensive and/or random in effect, making them pretty useless for your purposes.

The other classic red solution is to simply win the game before the hoser can wreck their field, but a 3 mana enchantment comes down a little too fast for that to be really viable.

If Virulent Plague is a frequent participant of your local metagame, you're probably going to have to splash white or green if you want your token deck to have a prayer.