This data is collected from the articles deck lists in EDH Chamber.
Aristocrat decks are a combination of sacrifice effects, reanimating and value creation. Wincons revolve around multiple triggers, either from dying, ETB or cast triggers.
White has many great support spells and permanents for +1/+1 counters theme. Counters theme is often combined with White-weenie or token strategy and turns the small creatures into a formidable force.
-1/-1 counters are an opposite of +1/+1 counters. -1/-1 counter decks use -1/-1 counters as a resource and manipulate them for their benefit. Moving, adding and removing the counters on the right moment can turn the tide of the game.
Mono white token decks aim to create a mass of small creature tokens and then with anthem effects or +1/+1 counter defeat the opponents in combat. White token decks are aggressive decks and aim to flood the battlefield soon rather than later due to the weaker card draw mono white has access to.
Tempo is a way to describe decks focusing on heavy interaction with efficient mana usage. Tempo decks play a few threats early, and try to chip away opponents HP and resources. Tempo decks are not the fastest decks causing damage, and aim to dragging the game a bit longer, and preventing opponents plans with right timed removals.
Saboteur is an effect on a creature triggered whenever the creature deals combat damage to an opponent. Many saboteur creatures have evasion and can wreck havoc with their effects if unanswered.
Unblockable creatures often have strong evasion, like flying or fear, or they are simply unblockable. Highly evasive creatures tend to have lower power to balance the strong effect of free damage in combat and tend to have lower toughness too.
The ways to discard are plenty: cycling, rummaging, end steps discard phase, to name a few. Discard decks are built around triggers from discarding, like madness and synergizes well with reanimating.
White has many great support spells and permanents for +1/+1 counters theme. Counters theme is often combined with White-weenie or token strategy and turns the small creatures into a formidable force.
Vampire tribal is second most popular mono black tribal. Eternal vampire have a multitude of different commanders available and different game plans, too. One vampire tribal can focus on full combat with lord effects, other focusing on life gain and life loss and third can focus on stealing other players creatures.
Casting from exile is often found from red, and sometimes carries over combinations like rakdos or even mono black. Some popular cast from exile ways are madness, adventures, cascade and impulsive draw.
Casting other players spells is mostly found in Grixis colors. Ways to steal spells tend to focus around exiling libraries and abusing opponents graveyards most of the time. Decks focusing on opponents spells is close to chaos decks and can cause some irritation in the play group.
Dragons, alongside Goblins, are reds primary creature types. Dragons are reds strongest creatures and most of the expansions have some kind of red dragon in them. As dragons are expensive to cast, dragon tribal decks run multiple cost reduction effects and have ways to cheat the expensive dragons on the battlefield.
Angels are one of Magics strongest creatures, and are comparable to Dragons and Demons. Angels are strong, flying creatures, with often static abilities or strong ETB triggers.
Cheating permanents to the battlefield is available in every colours. How the permanents are cheated into play depends on the colours available, eg black uses reanimation from the battlefield and red uses sneaking, meaning the permanent will be sacced in the end of the turn.
Dragons, alongside Goblins, are reds primary creature types. Dragons are reds strongest creatures and most of the expansions have some kind of red dragon in them. As dragons are expensive to cast, dragon tribal decks run multiple cost reduction effects and have ways to cheat the expensive dragons on the battlefield.
Mono blue has multiple ways to clone own or opponents permanents. The gameplay changes effectively, when you get to play your opponents biggest threats, too and clone decks can lead to some very weird and interesting situations.
Artifact decks aim to interact and gain advantage with own artifacts by copying them, turning them into creatures and simply create new artifacts as tokens. Artifact decks are very popular and they have multiple infinite loops.
Pirate tribals are creature heavy decks focusing on controlling and preventing opponents from winning with resource efficient interactions. Pirate decks are less combat focused than many other tribal decks.
Treasures are artifact tokens similar to Gold tokens. Treasures have an activated ability to create one mana of any color, by tapping and saccing the token. Treasures are available in every color but focusing on red and green.
Zombies are first and foremost: black creatures. Mono black is the original zombie tribal colours, and later received multiple great cards in Dimir colors.
With mono black zombie tribals are fully combat focused decks with resource advantage from abusing the graveyard. With looting effects, discard and creatures dying the graveyard is zombie decks most valuable resource after the zombies on the battlefield.
Aristocrat decks are a combination of sacrifice effects, reanimating and value creation. Wincons revolve around multiple triggers, either from dying, ETB or cast triggers.
Reanimate decks brings back creatures from the graveyard straight to the battlefield. The reanimated creatures are often expensive to cast, like demons, and are complete haymakers compared to the reanimation costs.