Here's my mono-green stompy. Extended legal, and extremely good. This might not be what you are quite looking for, but I think it's a good starting point. This is one of the best mono-green aggro decks one can build, IMO:
Land -
16 Forest
4 Tranquil Thicket
One Spots -
4 Llanowar Elves
3 Rancor
Two Spots -
4 Wall of Blossoms
4 River Boa
Three Spots -
4 Yavimaya Elder
4 Call of the Herd
4 Krosan Tusker
Four Spots -
4 Ravenous Baloth
4 Phantom Centaur
Five Spots -
3 Beast Attack
2 Centaur Glade
This build is extremely efficient - You keep a full hand as you beat down. The threats are many, but serious enough that you don't have to overdeploy in order to win quickly. Obviously if I was really serious about this deck it would have a sideboard to answer fliers and artifacts and stuff. As you want to incorporate Living Wish, I think you will be prepared to deal with these weaknesses anyway.
Still this is a good frame to work around.
Cards in this decklist that you probably want to consider carefully are:
Wall of Blossoms - For a utility based green deck, these are invaluable. They don't cost you a card and they can block most early stompy.
Yavimaya Elder - Make sure you got the timing issues worked out. This is flat out one of the best utility creatures ever printed. 3:1 card advantage and can often take a small creature down with him.
Krosan Tusker - This actually gives Yavimaya Elder a run for its money. The cycling part is essentially a draw two, but in green, and for only 3 mana. Blue often doesn't have it that good. Further, don't write off the idea of hard-casting these guys. Sure a 6/5 for 7 isn't worth playing in itself, but the fact that your draw two can optionally become a fatty, and at a reasonable price, is exceptional. Don't underestimate this guy's late-game potential as a win condition.
Beast Attack - Oh my god is this an excellent card in mono-green. Instant-sped castability is one of the most underrated creature abilities in the game. Cast this at the end of your opponents turn and watch 'em squirm. Either it's a 4/4 attacker they weren't ready to deal with that round, or it's one of the best counter-fodder cards in the game because it taps out their resources on their turn - and can just be recast on your next turn anyway. Even in non-control match-ups, this card provides a solid, solid offensive threat. The tempo swing that instant speed creatures can provide is amazing, either as surprise blockers, or surprise attackers after, say, a WOG. The only thing that has kept Beast Attack away from the tourney scene is the three green in its cost - but that don't bother your deck one bit, now does it?
Call of the Herd - In mono-green, Beast Attack is the better card, but Call is more aggressively costed and still provides 2 creatures for one card.
Centaur Glade - It's a bit much to try to rely on this card heavily, but in some match-ups, and especially in multiplayer, the ability to spend no cards in order to make a creature is a beautiful thing.
Anyway, that's my 5 cents so far.