Goal: Abuse Induced Amnesia to make your opponent draw a large amount of cards and deck them.

Spells

Induced Amnesia: I would mulligan until you get a copy in your opening hand. Assuming that an opponent plays a land and a creature each turn, you could make them exile four to five plus cards by turn three, which also means that they draw that many. Now, the cool thing is that you can use other spells to return Induced Amnesia to your hand, then play it again, which means more exiling and drawing cards on their side. Continue this trend and hopefully you'll make your opponent's library empty. Tamiyo's Epiphany: Draw & scry power.

Rescue: A single blue mana to return Induced Amnesia.

Callous Dismissal: Only costs two mana and creates a body.

Teferi's Time Twist: Use it to blink Induced Amnesia so you don't have to cast it again.

Psychic Corrosion: An alternative way to mess with your opponent. Have this on the field, then used Induced Amnesia on yourself to make your opponent mill for two cards each. Quite the gambit! Commence the Endgame: A big dumb card to cast with Omnispell Adept. I like big, dumb cards.

Overflowing Insight: Another big dumb card to use with Omnispell Adept. Make your opponent draw, then use Induced Amnesia for a big mill, or use it for yourself if you need to.

Creatures

Wall of Runes: Costs a single mana and helps with scrying.

Wall of Lost Thoughts: Mill 'em!

Howling Golem: It's okay. Use it to fill everyone's hand.

Muse Drake: It flies and draws a card.

Omnispell Adept: He's only here for the big spells.