I agree with others above; The back-and-forth of the game matters more to me than exactly how the game ends. I like to be interacting/pressuring throughout the game, and the most memorable games generally have all players approaching a win at some point. Even if a player is in the lead all game, if I feel like I'm in a position to stop/survive their endgame/wincon and end the game myself afterwards then it's still a satisfying game. Placing my political position in "second place" and holding an interaction, response, or counter offer to turn the game around is great; and it doesn't matter if the game is ending via combo, aggro, control or stax lock. How the win happens is sort of secondary to how we got there and how active I felt that I could be in that game.
Similarly, if I lose because I overextended or got too greedy that game was also fun, because in general I'm satisfied that my deck "did the thing". This happens somewhat often, because I really enjoy the
More of snowballing decks and tend to add more ways to snowball than any way to protect it. Effectively, any game is a good game as long as I felt like I was a part of that game.
A brief caveat about losing: my only really comment of substance is that I don't like to lose to the same thing a lot. One of the things I personally like about EDH is the available variety, so even very back-and-forth games against a player who tutors/digs for the same wincondition every game will get a bit monotonous to me. If I know a player is going to go for a
Thassa's Oracle win every single game, I don't really want to be limited to the 15% of my decks which are prepared to deal with that axis of winning. At least include
Laboratory Maniac so that removal is a viable interaction axis and I'm not stuck with
Stifle, counterspells, or instant speed draw. Sometimes I'd like to play tribal knights or something.
Although, contrary to all of the above, I can also enjoy losing when I bring a significantly underpowered deck out and it offers enough of a threat axis that it needs to be interacted with. Bringing tribal knights into a cEDH, pod example. Those games I'm not really interacting with the important spells or critical combo pieces, but offer enough of a threat that much higher powered decks have to really consider my speedbumps or my slowly snowballing threat.