The super-archtypes are as follows:
1) Sligh - Sligh seeks to utilize a consistent mana curve to apply fast, unrelenting pressure to the opponent in the early stages of the game. It does not sacrifice everything for speed, however, as Sligh cares about not only being able to initiate pressure, but also maintain it. Sligh frequently has burn to finish an opponent off should the creature rush fail, but not always. Examples within the Sligh super-archetype are modern Extended Zoo and various White Weenie decks.
2) Blitz - Blitz decks seek to deal as much damage as possible as quickly as possible. Blitz decks will sacrifice everything ranging from card advantage to life total with the singular goal of killing you as fast as possible. Blitz decks are tunnel-vision decks, frequently ignoring what your opponent is doing. Blitz decks are the ultimate pro-active decks. An example of a modern Blitz deck is Brozek Deck Wins.
3) The Deck - The Deck is the archetypal permission deck. The Deck utilizes permission and card drawing to control the flow of the game while keeping the board clean with things like sweepers, spot removal, and bounce. The Deck seeks to achieve a game state where it has sufficient control of the game to deploy one of its few threats and protect it. Normally these threats will win the game by themselves. Modern examples of this super-archetype include Extended Teachings and standard UW Control.
4) CounterSliver - CounterSliver decks seek to establish a clock and then protect that clock from disruption while strategically obstructing the opponent's attempts to advance their game plan. There are many variations on the CounterSliver archetype, as some seek to establish clocks in the early turns, while others seek to be more controlling. A Modern example of this deck is Legacy Merfolk.
5) The Rock - Rock decks seek to generate incremental advantages. They do this by attacking from a variety of directions, frequently mixing discard, removal, and creatures with useful abilities. Rock decks seek to use a high threat density and card quality to generate large numbers of slightly profitable exchanges. These exchanges add up to a game state where the Rock player is able to overwhelm an opponent who has had their defenses whittled down slowly. Rock decks seek to fight a battle of attrition with their opponent, and are typically well equipped to do so, frequently presenting difficult to answer threats along with the ability to recur previously answered threats. Modern examples of this archetype are Jund and Junk.
Combo is left off because each combo deck is unique in and of itself. Each has a specific linear mechanism by which it operates, and thus it is difficult to generalize combo strategies. Combo strategies like Storm and Reanimator come and go with time. The cards may change, but the mechanism remains constant.