Default items have no data of which to detect in order to separate them from custom items. Unfortunately this greatly restricts methods of replacing default items since, for example, `/clear` would not be able to differentiate your custom torches with default ones. One work-around is to detect each individual slot in the player's inventory and use /replaceitem, but that requires 64 command blocks for each of the 36 slots just for detection alone. As a quick run-down: 1. Find 1 torch in slot 0. /scoreboard players set @a TorchSlot0 1 {Inventory:[{id:"minecraft:torch",Count:1b,Slot:0b}]} 2. Replace that torch with 1 custom torch. /replaceitem entity @a[score_TorchSlot0_min=1,score_TorchSlot0=1] slot.container.0 minecraft:torch 1 0 {ench:[{id:20s,lvl:1s}]} Which would need to be repeated for every number of torches possible in every slot possible. ---- If using 1.9, you can customize the [loot tables](http://minecraft.gamepedia.com/Loot_table) so that the torches that are at least found in chests will have the desired enchantment. For example, the `chests/abandoned_mineshaft.json` loot table has the following entry: { "type": "item", "name": "minecraft:torch", "functions": [ { "function": "set_count", "count": { "min": 1, "max": 16 } } ], "weight": 15 } If you want it to be enchanted with fire aspect, you'd add the `enchant_randomly` function while only specifying `minecraft:fire_aspect`: { "type": "item", "name": "minecraft:torch", "functions": [ { "function": "set_count", "count": { "min": 1, "max": 16 } }, { "function": "enchant_randomly", "enchantments":[ "minecraft:fire_aspect" ] } ], "weight": 15 }