sprite alphablend iusses if mixed with many lines

I’m updating a windows application that I made some years ago in xna, and migrating it on monogame.
As in my other topic about iusse on lines drawing, it’s basically a 2d line chart.
I’ve also added spritebatch to highlight and do a “selection effect”, it work great in test code like the the follow, but when I tested it with many lines(like 1000 to 2000), sprite’s color and trasparency are not render correctly, and the order of seem to be wrong(no trasparency and the sprites are always on top of the lines), but with less lines it work good like in test code.
I test it with XNA 4.0 and Monogame dx with same result, am I missing something?

            With s_Batch
                .Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend)
                .Draw(sprite, New Rectangle(0, 0, 300, 300), Color.White * 0.3F)
                effect.CurrentTechnique.Passes(0).Apply()
                grafix.DrawUserPrimitives(PrimitiveType.LineList, newline, 0, 1)
                .Draw(sprite, New Rectangle(0, 0, test, 200), Color.Aqua * 0.3F)
                .End()
            End With