The biggest problem with this card is that at it's current strength, on the vast majority of boards it will be a dead card. It probably needs to be strong enough to make it a viable strategy to clutter your hand with Ruins.
It will seldom be worth cluttering your hand with Ruins (even 2 Ruins) just to have this in play. If you are going for a Vineyards, Gardens or Fairgrounds strategy, then this a decent support; and maybe if it's a board with Menagerie or Horn of Plenty, it would be worthwhile.
But generally, there are only three cards in the game (out of 200 +promos) that force Ruins to be in play. And for all of those, you would generally be better off trashing Ruins (if possible) vs. trying to play them.
With Derelict, in a best case scenario, it's a $3 Lab (if you can acquire the right Ruins), but it's very unlikely you'll be able to stack more than one Derelict for positive results. And in the meantime, with most of your hands (unless you slow your deck by buying a bunch of Derelicts), you'll have Ruins drawn dead into your hand.
I think it would be a more interesting card if were both higher strength but also higher skill. Maybe make it a terminal action, but make it:
Derelict ($3)
Action-Looter
You may gain a Ruins and put it on top of your deck.
Reveal cards from the top of your deck until you reveal 2 Ruins. Discard the other cards and play each Ruins card twice, in either order.
This way, the card is potentially as strong as something like Tribute, but at the expense of cluttering your hand with Ruins.
I'm still not sure it would be worth buying this card, but I think at $3 with potential power, it would be worth thinking about -- I suspect it would be a trap card rather than a power card, but I think it would be a trap worth considering.