Primarily you want to start the game by having access to Joseph the Dreamer. Joe Dreamer gives you access to a turn 1 creation of the world play via coat of many colors but also can search out quite a few other cards for the deck which depending on what you need at the time is incredibly helpful.
Cards that can get out Joe are:
The three visitors
Covenant with Noah
Covenant with Abe
Judah's intervention
Offering your son
Rachel
Forbidden fruit
Tree of knowledge
Book of the Covenant
Jacob's Ladder
Hunter
Exiles
Remnant
(Covet provided your opponent has exiles or remnant in deck)
You can technically get out Joe with Noah, Melky, and Solomons dream but those are not really optimal as they dont allow the first turn play but in awful draws could matter I guess. I dont think Ive ever had to do them though. There are 20 ways to get Joe if you count himself so thats about 22% that any given card will be able to get you to him (Souls replacing themselves equates to 90 cards in the deck for drawing purposes). For the creation turn rescue you are looking to play a CBN enhacement to win the battle. Benjamin gives CBN, Jacob gives the play ability, and Melky and Jared provide the enhancement if you dont already have it or draw one elsewise. You can win without an enhancement via cards like perez and midianite slave + abrams army but they are more of a backup and provide utility more than anything. Perez normally will reset Jared or bounce benjamin if he gets too big. Methuselah is always used as meek to provide a meek antidiluvian for Enosh and to have easy access to Solomons Dream. Other heroes like Jared can be meek for Solomons dream in a pinch. ASP can be played on AA primarily to replay Solomons dream and get back other Red Enhancements.
Melky is one of the trickier cards to use since normally I play a soul from my own deck with him. He can search out souls that cause your opponents problems but also via souls like foreigner be used to essentially take a card from your reserve since you may draw 1 after topdecking. Melky also is key for searching out delivered first turn so that after battle you can activate something like Signet ring to make your opponent struggle on their opening. Whatever your preffered artifact is will work I just went with a Signet ring. Noah primarily is used defensively to search Evil Characters or recur them but can be used to get back heroes if need be. Hezron is a way to recur GEs that you like. Judah the leader is a great card to help answer cards like sheol.
The 3 visitors is key to the deck because of Jacobs ladder. Ladder can get 3 Visitors from reserve giving you access to the turn 1 Joe but also provides much needed battle extension for your Patriarchs. Abraham will be able to search him out the deck to your hand so its no real issue that he exchanges if you play creation.
After the first turn provided you Creation you will be looking to use Benjamin as your primary rescuer. You can play banding enhancements like Abes descendant or bless the nations to keep the creation turn plays going with hezron to recur stuff. But its not exactly necessary as CBN stuff on benjamin is already really strong.
A fun play is a play first Deciet and Vengeance off of Jacob to wipe out an opponents defense and force them to block from hand (provided they are all male which is likely) it comes with some risk but ladder should allow you to win if they do block from hand via adding someone like benjamin to battle.
Overall the key to a Creation deck is figuring out how you want to win with your Genesis heroes and how you want to get card advantage. This was just my build for this year and I think its close to where I want but not fully there.
The biggest issue though is how to handle things when your opponent doesn't let you get the early creation turn or stops it entirely. My current answer is to rely on the strength of cards like Benjamin or keep threatening creation if you still have access to it. They will either be giving you free souls, you do the creation thing, or they stop it and you play more of an old school genesis deck and try to piece things together as you go. Card advantage may suffer compared to the full shebang but its solid enough to rescue so choosing a defense that works for you is key.
That being said you can basically play whatever defense you like. If you are using CoW Noah you want to play humans so sorry orange but there may be some argument to play LoC Noah (primarily for the shuffle) I choose Syrians because I liked the play first CBN enhancements style of things that could stall most decks. False Leaders is also really good as a turn 1 search with CoW Noah since he can punish your opponent and help set you up further with TC enhancements to play on him. That's all Ill really say on the defense since I feel its mostly straightforward otherwise and you really can play whatever you like defensively with little effort.