OK, pulling up a tag with IsTargetWorthy...
<ValueCalcWrapper>
<ValueType>IsTargetWorthy</ValueType>
<Calculate InternalName="Calc" ValueOwner="TargetUnit">
<Expression><![CDATA[[Unit_GetHPCurrent]]]></Expression>
</Calculate>
<Calculate InternalName="Value">
<Expression><![CDATA[[Calc] < 30]]></Expression>
</Calculate>
</ValueCalcWrapper>
I'd think simply substituting the Unit_GetHPCurrent with your custom unit stat should be fine. Here's an example that affects UnitStat_Accuracy:
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_Accuracy</StrVal>
<DisplayName>Blinded</DisplayName>
<Duration>5</Duration>
<Effect>E_Blindness_Particle</Effect>
<Calculate InternalName="Calc" ValueOwner="TargetUnit">
<Expression><![CDATA[[UnitStat_Accuracy] * -0.25]]></Expression>
</Calculate>
<Calculate InternalName="Value">
<Expression><![CDATA[[Calc]]]></Expression>
</Calculate>
</GameModifier>
Sooo, merging these two, I'd guess that this would be a suitable 'call' for istargetworthy using Accuracy as the base:
<ValueCalcWrapper>
<ValueType>IsTargetWorthy</ValueType>
<Calculate InternalName="Calc" ValueOwner="TargetUnit">
<Expression><![CDATA[[UnitStat_Accuracy]*1]]></Expression>
</Calculate>
<Calculate InternalName="Value">
<Expression><![CDATA[[Calc] < 30]]></Expression>
</Calculate>
</ValueCalcWrapper>
You should be able to substitute UnitStat_MyCustomStatName (whatever it is) for UnitStat_Accuracy.
I'd think that'd work, but of course the only way to know is to test it. Let us know how it goes!