Use The Coin to create a stronger sequence
The Coin gives you one extra Mana for a turn. Use it when that Mana helps your whole plan.
What The Coin does
The player going second gets an extra starting card and The Coin. The Coin is a zero-cost spell. It gives one temporary Mana for that turn.
You can play a threat early, fit two actions into one turn, or use an effect that cares about spells. Once you spend The Coin, you lose those later choices.
Plan the follow-up
You have two three-cost minions and no two-cost minion. You could use The Coin to play one on turn two. Then you can play the other on turn three. That gives you two useful turns in a row.
With only one three-cost minion, the same play may leave you with little to do next turn. Saving The Coin might allow a better play later. Check the board and the matchup.
Defense counts too
The Coin can let you remove a threat and play a small minion. It can also get you to a key defense one turn early.
Saving it for a huge turn is not useful if you lose first.
It is still a spell
The Coin can set off effects that react to spells. Think before using it to test a Secret or add to a spell count. Make sure your full turn still has enough Mana.
After a game, compare your Coin play with one other real option. Ask which plan would help most, not which spends it first or last.