Dwayne offers good insight. I don’t think my terminology is bullet-proof but I’ll try to clarify: IK is the constraint type rather than a bone type, technically speaking. IK constraints and MCH bones are both serving as mechanisms of the rig. They both ultimately affect how the DEF (deformation) bones move the model, where CTRL (control) bones are the interface for the animator to move the rig (with its mechanisms).
So the heirarchy is essentially this: DEF bones <– MCH bones/constraints <– CTRL bones
Hopefully that helps clarify. @waylow is the real rigging master.