If an army does not include wizards, or if all of its wizards are fleeing or otherwise incapacitated, the player is still able to use a limited amount of counter magic. This represents the general ebb and flow of magical energy and the normal everyday difficulties encountered when casting spells.
Dispels
If an army has no wizards it is dealt winds of magic cards as normal. The player can make use of any Dispel cards and he can use power cards to boost his chance of an effective dispel as already described. However, he counts his own magic level as 'O' and so requires a basic score of 5+ for a successful dispel against enemy wizards.
Drain Magic
The player can also use the Drain Magic card, representing a sudden catastrophic flux in the flow of magical energy. Because he has no wizard the player cannot suffer loss of his own magic level due to magical drain.
Other Counters
Apart from Dispels and Drain Magic the player cannot use other counter magic. He has no wizard to engage in a Mental Duel, to Rebound an enemy's magic, to expose and destroy an enemy's spell, and so on.
Retaining Winds of Magic
A player with no wizards cannot retain winds of magic cards from turn to turn. However, a magical item might allow this, the most obvious example being the Dwarf Runesmith's Anvil of Doom (see Warhammer Armies Dwarfs).
Dwarfs
Dwarfs are an exceptional race with strong and innate anti-magical properties. They have no wizards, but even so they dispel on a base score of 4+ rather than 5+ as would any other race with no wizards.
If a Dwarf army includes the Anvil of Doom then it will be able to make use of the full Winds of Magic deck and can retain cards from turn to turn as explained in the Warhammer Armies Dwarf book.