A short guide describing each common archetypes.
Common Deck Archetype / Primary Gameplan List
Some decks qualify for multiple archetypes and most decks can switch their gameplan in the appropriate matchup / circumstance.
Rush
Tries to unload on the opponent using the faeria deposit at start of the game as soon as possible, either straight up killing the opponent or win in the resulting fallout using reach (direct damage/haste) and/or continued pressure.
Example : R Rush
Tempo / Mobility
Tries to aggresively collect faeria from low-hanging fruits usaully using creatures with superior mobility, trading and hitting face when it is convenient/efficient to or trying to go for the win.
Example : Y Tempo
Midrange
Tries to make lands up on one side of the board, collecting faeria from the wells along the way to punch the opponent in the face.
Example : R Combat
Value / Slow Something / "Control"
Tries to do some mini-gameplan (could be as simple as building many special lands) until its stuff is simply more efficient or have other advantages compared to the opponent's and overwhelms the opponent.
Decks often qualify for other archetypes as well (usally Tempo or Midrange), based on what the deck is doing while and after executing the mini-gameplan and its pay-off, however there are decks that simply lean back and relax until it wins by executing its mini-gameplan.
Examples : GY Sac / G 5 lands / B Reaver / GB Swarm
Burn
Tries to attack the life total of the oppoenet's god with effects that target it directly.
Example : RY Burn
Control
Tries to suppress everything the opponent does until the opponent cannot effectively fight back.
Historically been somewhat weak due to the nature of the game.
Example : R Burn Control
Combo
Tries to all-in on playing specific sequence of cards or actions culminating to winning the game instantely or enough advantages to do so eventually.
Due to the nature of the game this archetype is heavily suppressed.
Example : BY Disciple OHK