I'm thematically with Jack_Spade on this one.
I think going MysAd can work for an anti-magic character... but being "anti-magic" is just kind of the role of most mystic adepts and magicians in shadowrun. The bulk of their job is to deal with magical threats, and they are seen as the specialists in this regard, regardless of whether their personality is based around it.
Narrowing a concept to an "anti-magician," I am a big fan of the heavily cybered (and likely cyberlimbed) aspected sorcerer street sam. Basically, the character eschews magical expertise, high magic rating, spirit summoning, and most spellcasting in order to be a 'ware enhanced combat-focused character that has access to weapon foci, counterspelling, assensing, perhaps a mentor spirit, and perhaps some easy utility spells (detox, levitate) or flavorful minions (watchers, homunculi) . You get a street sam that has good melee (cyberarm with high agility/strength and use of a weapon focus, and if you have multiple cyberlimbs, can fit in a lot of built in armor) and ranged dice pool, Can protect her/himself from spells (counterspelling, perhaps even with foci), can identify magical goings on (assensing), able to actually engage spirits in melee, and benefit from the help of a mentor spirit.
There is lots of story potential. The anti-magician can be self-hating for some reason, trying to drive magic from him/herself with 'ware and using what's left to take down other magicians. Perhaps the anti-magician wanted to be a more typical magician but was spurned from magical societies/schools for lack of talent/capability and is now spiteful/vengeful. Maybe a mentor spirit chose you to help rid the world of some twisted aspect of itself. Maybe you just want a street sam that has fun twist!
It is one of the few concepts where I think going aspected really holds its own and even shines. I am for making aspected magicians more viable for PCs, and this is the kind of character that can really highlight that. Basically, going full magician/mystic adept is prob unnecessary and too chargen expensive and being a low Magic adept loses out to being a low Magic aspected I think for this kind of build.
My favored Spread for this character is:
Human:
Meta: E
Attributes: B/C (B is probably preferential, C if you want the skills at chargen to eventually cast spells/rituals)
Magic: D, Sorcerer
Skills: C/B
Resources: A
Metatype
Meta: C/B (dwarf is my favorite, higher starting/max Willpower that can get to an unaugmented 7, Body at 3 that doesn't have to be raised higher, High max Strength to get very strong cyberlimb for melee without investing more in the attribute)
Attributes: E
Magic: D
Skills: B/C
Resources: A
Sum to Ten gives you more freedom.
Notes: I like maxing willpower, and taking the quality Cybersingularity Seeker, and getting 4 loaded cyberlimbs. The additional willpower helps with spell defense, stun track, and healing. If you do plan to use spells or rituals, the extra drain pool is nice as your low magic attribute (1 or 2) may require you take physical drain when casting higher force spells/rituals or trying to dispel sustained spells. Combined with the added 4 physical boxes you get from four cyberlimbs, and the built in armor you can get in cyberlimbs, your character becomes more able to withstand some hits. High Willpower is also nice if you plan to use drugs, as it is the primary dice supplier for addiction tests.
Or another concept is the Astral Samurai - A full magician similar to the aspected version but learns astral combat as well as other combat skills.
Perks include astral projection and all it entails, wider growth opportunity (spirit summoning/binding particularly), more choice in initiations. Also can get some free spells. Even if you leave chargen with Magic 1, can potentially two two spells, two rituals, and two alchemical spells (you may not be good at any of them though). Downsides is a much tighter skill spread at character generation (Probably Magic B and Skills E, with three combat skills to max [ranged, melee, and astral], more attribute boosting 'ware (expensive, essence), and more frequent use of drugs based on the situations you expect to be in (ex. cram for physical combat, zen or novacoke when fighting in the astral, psyche all the time

). This concept has the fun twist of making astral combat a real possibility (astral projection, weapon focus, astral combat skill with spec in weapon focus can get very high dice pools against the usually easier to hit in the astral stats enemies who only resist damage with Willpower instead of Body + Armor). It basically is a very focused street sam at chargen who grows or regrows into mage-hood as part of their career.