I love wizards tribal. Azami has been my personal pet project since around 2013, so when Inalla was spoiled, I immediately went to work crafting a list for her.
Our legendary archmage works well with several combos, but there are several that I believe stand out above the others in terms of synergy with the deck and ease of assemblage: Dualcaster Mage + Rite of Replication, Mistbind Clique + Ashnod's Altar, Bloodline Necromancer + Ashnod's Altar, and Venser, Shaper Sojourner + Paradox Engine. Getting one of these bad combinations out in conjunction with either Inalla herself or Vela the Night-Clad is the primary goal of this deck.
The rest of the deck can be divided into several categories: removal pieces, like Terminate and Toxic Deluge; card draw and filtering, like Azami, Lady of Scrolls and Necropotence; key tutors like Trophy Mage (who fetches both Ashnod's Altar and Phyrexian Altar, Trinket Mage (who gets both Sol Ring and Mana Crypt), and Vedalken AEthermage; and general support cards, like Sigil Tracer and Phyrexian Metamorph. Getting a balance between these critical deck components is key. As Inalla doesn't provide innate card advantage on her own like Azami does, it's important to keep up the juice. Too many individual card combos that are hard to get together with the right boardstate render the deck slow and inconsistent, which is why I've forsaken cards like Snap and Isochron Scepter.
Deck interactions to watch out for:
Rite of Replication and Vela the Night-Clad do an incredible amount of damage when you kick the former on her. This costs a lot of mana, but can often catch a table off-guard.
Cards in hand can decide where to move the deck. Got Trophy Mage? Search out Mistbind Clique immediately. Have Paradox Engine? Venser and Galecaster Colossus can become key Entomb targets. Have a Sigil Tracer out? Use your Mystical Tutor to get a Demonic Tutor.
Casting Inalla herself is risky; she doesn't provide much on the board by herself, and you run the risk of having her eat a Darksteel Mutation. The deck can win without her, though she can be key to getting in damage if your infinite hasty Bloodline Necromancers are being kept at bay by a Ghostly Prison effect. Save her as a back-up until she's absolutely needed, either as an additional wizard to tap for an effect, or a way to get into the last bit of damage you need on an opponent.
Keep in mind what combos win through what lock pieces. Mistbind Clique doesn't care about Rest in Peace, while Vela the Night-Clad can work out a win with Rite of Replication if there's a Torpor Orb on the board. Staring down a Linvala, Keeper of Silence? No problem; that's what your Bloodline Necromancer combo is for.
Ashnod's Altar is mana-positive on some combos. With a Phyrexian Altar in hand, that can turn an infinite army into infinite mana and and infinite army, which immediately wins with Inalla. Keep that in mind and fetch both with Trophy Mage when possible.
Be careful about fetching combos before you can make good use of them. Snatching and playing an Ashnod's before you can get your Clique to hand is a recipe for having the artifact blown up. Also, remember that you can sac both Trophy Mages you create to the Altar if you need the extra mana.
Wizards that enter from the graveyard also trigger Inalla's ability, if you reanimate things with Havengul Lich. Even something that seems redundant, like copying Galecaster Colossus results in an extra bounce.
Do not throw removal around lightly. You are a combo deck. You cannot control a table like Azami can, as you don't have that relatively safe source of card advantage to fall back on.
Focus on deleting threats that are key to maintaining your survival. Mistbind Clique goes a long way toward making sure you can win, even if it doesn't end the game on the spot.
Don't be afraid to wheel if you're running low on cards. Throwing away a lone combo piece and refueling your opponents is a fair trade-off for getting the juice you need to win the next turn.