Remember that matrix calculation, in openGL, use a notation knows as vector column (http://en.wikipedia.org/wiki/Column_vector). So, any point transformation will be expressed by a system of linear equation, expressed in vector column notation like this:
[P'] = M.[P], where M = M1.M2.M3
This means that the first transformation that is applied to the points, expressed by vector [P] is M3, after that by M2 and at last by M1.
Answering your question, the resulting Euler angle will be ZXY, once Z rotation transformation is the last matrix that you write to form a matrix multiplication.