That said, Microsoft didn't create a competitor to canvas and many other new web APIs (but I don't know how standards-compliant they are these days in terms of Javascript, Canvas, SVG, etc.).
WebGL would have to have a killer app on mobile for Microsoft's lack of mobile presence to hurt them. Currently all WebGL Demos I've seen have assumed a desktop-level of graphics performance, and no phones are "officially" capable of WebGL yet.
I just tried the three.js examples from my Galaxy Nexus (running 4.1) and couldn't get any of them working in either Chrome for Android or the default browser. That said, I know it's possible with some hacking and tweaking. From what I hear iOS has about equivalent support at this stage. That said, Apple and (to a lesser extent) Google could roll out this support pretty easily in an update, but I maintain my initial reservation; that phone hardware will not be performant enough to make WebGL a viable replacement or complement to native OpenGL development on those platforms.