Here's some brief observations from my first few matches:
First game doesn't have a default player name of the Forge user. My Play or draw dialog says " , you have won the coin toss..." and my Pass Priority Dialog says Turn ()
The End Turn on the Pass Priority dialog is extremely handy. Although Ending Turn doesn't seem to bypass my declare attackers step, and then once I hit OK in this step the end turn process continues but that dialog stays on the screen as I skip through steps, looking a bit confusing. (I wouldn't be surprised if this is potentially a generic issue of the end turn process.)
I guess a Feature Request along this light for both Desktop and Android (sorry for breaking the rules, it's just on my mind since you've added the button). When the stack isn't empty the "End Turn" button should be a "Pass Priority Until Stack is Empty" button. I think this would be the same idea as "End Turn" where as long as nothing else enters the stack, priority would be passed. Of course, that's too long a name for Mobile.
I was playing as Starfire 3, and the Stack popping open in the middle of multiple triggers going on the stack (as I was choosing targets) was extremely time consuming, and annoying as a user. I think I had like 12 triggers on the stack at one time, due to chaining -1/-1 counters at one point. [FYI, this trigger chaining was due to
Blowfly Infestation and
Midnight Banshee. I think I had two of each in play, and the AI had like 6 creatures in play at the start of my upkeep.] So it was basically like.. 6 creatures in play, 2
Banshee triggers on the stack (no targets). First trigger resolves, 2 creatures die, 4 more triggers go on the stack, each one needing a target. Stack opens as each trigger goes on the stack, then I need to close it, since it pretty much takes over the whole battlefield. Multiply that by 4. And then do that 6 more times as each creature dies to the Infestation trigger.
While in general, opening the stack when something new goes on is good and makes sense. But I'd much prefer to see the stack only open at the end of multiple triggers going to the stack and needing targets.
Overall things are looking great, so kudos on all the hard work Dan.