I don't think the M:TG concept of "Combo" is completely applicable to MW. MTG combos generally rely on spending several rounds "setting up" the combo (either by having the correct cards in hand, or other prerequisites), then playing the combo to win in a single action. MW doesn't have anything comparable (yet). While Redclaw and Gate to Hell are certainly designed around having big swarms of Dogs or Demons, there's no true "combo" where having the right prerequisites turns one card into an insta-win. After all, in a game where you can draw any card whenever you want, that would be horrifically game-breaking.
I would almost suggest that instead of Aggro, Control, Combo it should be Aggro, Control, Terrain:
Aggro: Deals direct damage to enemy mage + creatures.
Creature Swarm
Big Creature Build
Equipment Build
DoT Build
Control: Directly prevents or counters enemy actions.
Mana Drain
Action Advantage (Familiar, Hold, Stone, Banish, Nullify, Jinx, etc.)
Heal-based Defense
Terrain: Inflicts or prevents damage by using terrain.
Archer/Wall based Defense
Static Defense build (Temple of Light, Poison Cloud, and traps)
Kill-Zone Offense (ie, teleporting your foe into Hydras and traps)
I would agree with you to some extents but it possible to build combos that do not auto win. I have a deck that can not win or lose and nobody ever dies. If it goes off nobody in the game will die or lose in any way, but I cant kill because the total power in the deck is 0.
In fact if you read Jeff article.
Combo is a strategy that utilizes the interaction of two or more cards (a "combination") at the same time or in sequence, resulting in a powerful effect. This strategy can also refer to using a single powerful spell to instantly win the game while the rest of the deck is designed to ensure its success. Many decks have smaller, combo-like interactions between their cards, which is better described as synergy. A good combo should be fast (achievable early enough in the game to matter), consistent (regularly achievable), and powerful (so the effect translates into victory).
Both parts are true it can be a game winning effects or just a powerful interaction between 2 or more cards.
Control-Combo is a strategy that combines heavy disruption elements (control) with the ability to unleash an extremely powerful internal synergy (i.e., a combo). Requiring specific cards, but having lots of strategic crossover between them, this is an uncommon decktype in shallower formats (Block and Standard), but such decks are regularly seen in Extended, Legacy, and Vintage.
I would put to DoT style build into a combo control classification because it use interactions from more then 1 card to constantly put out damage each turn. You use things like force hold and walls to slow down the attack and hold off the other mage. I also include full set of negates, rev mag, jinx, rev attack, dissolve, and 2 explodes in my build. These are just some of the disruption elements. In the next set we are testing a few more cards that I will be including.
Terrain: Inflicts or prevents damage by using terrain.
Archer/Wall based Defense
Static Defense build (Temple of Light, Poison Cloud, and traps)
Kill-Zone Offense (ie, teleporting your foe into Hydras and traps)
I could break these done into the already determined archetypes.
Archer/Wall based Defense - could be fit into aggro control or pure control deepening on your build
Static Defense build - could fall into control or combo
Kill-Zone Offense - this would most fall into the aggro or control line depending on how you use the AOEs, Whats is nice about this is it is a very modal build and can change the play style as needed. I would say this probably one of the best example of mid range Aggro Control you can find.