The archetype triangle of aggro, combo, and control, along with the slightly more thorough idea of
The Metagame Clock (which adds aggro-control and midgame to the list), are both attempts to describe decks strategically.
Defining a deck's archetype is not the same as assigning it a role, a la
Who's the Beatdown. A deck can be the beatdown or the control deck in a given matchup
regardless of whether it is an aggro deck, a combo deck, or a control deck in a general strategic sense.
Aggro decks apply proactive pressure with a critical mass of individual threat cards.
Combo decks apply proactive pressure with cards that synergize with each other. These decks have very few cards that are threats on their own.
Control decks are reactive; they force
interaction with the opponent in order to leverage a long-game advantage.
Hybrid strategies can adopt different qualities of each of these archetypes. Both combo-control and aggro-control decks blur the line between reactive and proactive by being able to switch roles mid-game. Aggro-combo decks are undoubtedly proactive, but combine cards that are individually strong with cards that increase in value in conjunction with other cards. Most decks are hybridized to some degree, which is why the Metagame Clock definitions can seem outdated or inadequate. After all, The Metagame Clock was originally written to define how decks actually matched up against each other, but the terms are no longer very good at predicting how one deck will fare against another.
However, the terms
are still useful because correctly identifying a deck strategically gives you at least some insight into how it functions, and how to beat it with another deck, but you do have to apply them correctly. For example, if you call Enchantress a control deck, and then lose a match against it because you misassign your role, it is because you misapplied the term, not because Jack Elgin needs to redefine it.
Enchantress is a combo deck. It has a proactive, synergy-based game plan and a fundamental turn between 2 and 4, depending on the matchup. When you are playing against Enchantress, unless your deck can goldfish faster than that, you should assume the role of the control deck. What this means is that you have to force the Enchantress player to interact in order to stop him or her from blowing you out of the game.
Goblins attempts to do this with Wasteland and Port. After boarding, Goblins also brings in any Disenchant effects it has access to. Pyrostatic Pillar is another strong option, since it increases Goblins' fundamental turn significantly.
Gro attempts to do this with countermagic. Note that Gro's countermagic has to aim for the Enchantress effects. If the Gro player holds his or her counters for Confinement, and tries to race, Enchantress will get its gameplan online and accelerate to a point at which counters are no longer able to stop it from just winning the game.