Nope, because EMPs don't work.
The vast majority of Shadowrun technologies use optical circuitry and optical chips, especially the expensive ones like implants and cyberdecks. They are not subject to EMP. Even then, popular culture references do not actually depict what EMPs actually are nor what they actually do.
In fact, if you do a deep dive into some of the setting background (particularly mana spikes and the ambient mana field level), things like EMPs and even nuclear weapons have not worked reliably since the Awakening in 2012. The how and why is a still a bit of a mystery to the denizens of the Sixth World, but the reality is unquestionable.
There are spells like Interference (Street Grimoire, p. 105) that can create problems for augmented characters:
Interference creates a barrage of static in the electromagnetic spectrum jamming radio and wireless signals. This spell jams all signals in the area of effect with a Signal rating less than the hits scored by the spellcaster, just like a jammer (p. 248, SR5).
However, the "problems" come in potentially denying the user access to any of their equipment's wireless-access-based bonuses. You're not going to be able to deprive a cyber-enhanced character of their implants completely. Of course, any reasonably intelligent character is going to have all their implants connected to a more powerful master device, like their commlink, and should be running software to deal with a jammer.
Regarding Your Goal
One of Shadowrun's core setting design tropes - the rules of the story world - is that magic doesn't combine well with technology. You're not going to find a lot of support for the character you're trying to create, because that kind of character isn't supposed to exist in the setting. Sure, magicians can make physical phenomena (Interference creates static, an environmental phenomena with a side effect of "mucking with electronics", Fireball makes well... fire), but spells like Fireball only works against technology because everything burns if you get it hot enough.