The way this deck works is by getting an Argothian Enchantress, a Whip Silk enchanting a Troll Ascetic and a Cadaverous Bloom into play with a minimum of three cards in your hand
Running a combo deck requiring several (four in this case) different combo pieces to come together is undesirable in two ways. First, of course, it requires you to find all four different combo cards in your deck.
The second reason is more subtle. Most combo decks are composed of several pieces:
The Mana Base (land, moxes, etc)
The Win Mechanism (illusions/donate, tendrils)
The Drawing Mechanism (Necro, Bargain, Time Spiral)
The Search Mechanism (Demonic Tutor, Burning Wish)
The Control (Force of Will, Duress)
Now, the number of Mana Base cards for a given combo deck seldom is negotiable. Thus, the more Win Mechanism cards in your combo deck, the less room you have for the other types of components. Therefore, running more Win Mechanism cards – as is required for decks whose combo involves four different cards -- means running fewer Drawing, Search, and Control mechanism cards. This means that not only do you need to find all four cards, but you actually have less help finding and protecting those cards than a deck whose combo is only two cards.
There are combo decks in which more than two pieces are required for the combo. Dragon’s basic combo, for instance, is Bazaar, Animate Dead, and Dragon. Note, however, that the Bazaar functions not only as a Win Mechanism, but also as a Drawing Mechanism.
One of the most potent combo decks of recent memory, long.dec, illustrates this rather well. In the entire main deck, there was only a single Win Mechanism, a lone Tendrils. Part of why the deck was (or is) so explosively powerful is that it had much more room for drawing and tutoring than an average combo deck.